From de52576408a0756f2beb3a9d04520a50b3cea034 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Fri, 23 Oct 2020 12:36:42 -0400 Subject: [PATCH] Spot the link / entityClass error! --- gulpfile.js | 32 - lang/en.json | 117 ++ module/actor/sheets/character.js | 27 + module/apps/cast-dialog.js | 102 + module/apps/spell-cast-dialog.js | 102 + module/config.js | 9 + module/item/entity.js | 16 + module/item/sheet.js | 17 +- packs/Icons/Archetypes/Totem Specialist.webp | Bin 0 -> 8962 bytes packs/Icons/Archetypes/Ysannanite Form.webp | Bin 0 -> 10708 bytes packs/Icons/Classes/berserker_01.webp | Bin 0 -> 22934 bytes packs/Icons/Classes/consular_01.webp | Bin 0 -> 15642 bytes packs/Icons/Classes/engineer_01.webp | Bin 0 -> 25018 bytes packs/Icons/Classes/fighter_01.webp | Bin 0 -> 27312 bytes packs/Icons/Classes/guardian_01.webp | Bin 0 -> 16778 bytes packs/Icons/Classes/monk_01.webp | Bin 0 -> 16212 bytes packs/Icons/Classes/operative_01.webp | Bin 0 -> 23978 bytes packs/Icons/Classes/scholar_01.webp | Bin 0 -> 14058 bytes packs/Icons/Classes/scout_01.webp | Bin 0 -> 14462 bytes packs/Icons/Classes/sentinel_01.webp | Bin 0 -> 19826 bytes .../monsters/451_-_Kintan_Strider/avatar.webp | Bin 0 -> 15734 bytes packs/packs/adventuringgear.db | 226 +-- packs/packs/archetypes.db | 105 + packs/packs/armor.db | 52 +- packs/packs/backgrounds.db | 47 + packs/packs/classes.db | 16 + packs/packs/enhanceditems.db | 10 + packs/packs/feats.db | 98 + packs/packs/forcepowers.db | 166 ++ packs/packs/gamingset.db | 8 +- packs/packs/heroes.db | 12 + packs/packs/items.db | 796 ++++++++ packs/packs/journal.db | 3 +- packs/packs/monsters.db | 450 +++++ packs/packs/species.db | 50 +- packs/packs/speciestraits.db | 1156 +++++++++++ packs/packs/tables.db | 2 +- packs/packs/tradegoods.db | 23 + packs/packs/weapons.db | 53 + sw5e.css | 1769 ++++++++++++++++- sw5e.js | 8 + system.json | 74 + template.json | 96 +- templates/actors/npc-sheet.html | 2 +- templates/actors/parts/actor-features.html | 23 + templates/apps/cast-cast.html | 34 + templates/apps/spell-cast.html | 34 + templates/items/archetype.html | 45 + templates/items/background.html | 99 + templates/items/cast.html | 151 ++ templates/items/class.html | 16 + templates/sheets/active-effect-config.html | 132 ++ ui/SW5e-logo.svg | 147 ++ 53 files changed, 6102 insertions(+), 223 deletions(-) delete mode 100644 gulpfile.js create mode 100644 module/apps/cast-dialog.js create mode 100644 module/apps/spell-cast-dialog.js create mode 100644 packs/Icons/Archetypes/Totem Specialist.webp create mode 100644 packs/Icons/Archetypes/Ysannanite Form.webp create mode 100644 packs/Icons/Classes/berserker_01.webp create mode 100644 packs/Icons/Classes/consular_01.webp create mode 100644 packs/Icons/Classes/engineer_01.webp create mode 100644 packs/Icons/Classes/fighter_01.webp create mode 100644 packs/Icons/Classes/guardian_01.webp create mode 100644 packs/Icons/Classes/monk_01.webp create mode 100644 packs/Icons/Classes/operative_01.webp create mode 100644 packs/Icons/Classes/scholar_01.webp create mode 100644 packs/Icons/Classes/scout_01.webp create mode 100644 packs/Icons/Classes/sentinel_01.webp create mode 100644 packs/Icons/monsters/451_-_Kintan_Strider/avatar.webp create mode 100644 packs/packs/archetypes.db create mode 100644 packs/packs/backgrounds.db create mode 100644 packs/packs/feats.db create mode 100644 packs/packs/heroes.db create mode 100644 packs/packs/items.db create mode 100644 packs/packs/speciestraits.db create mode 100644 packs/packs/tradegoods.db create mode 100644 templates/apps/cast-cast.html create mode 100644 templates/apps/spell-cast.html create mode 100644 templates/items/archetype.html create mode 100644 templates/items/background.html create mode 100644 templates/items/cast.html create mode 100644 templates/sheets/active-effect-config.html create mode 100644 ui/SW5e-logo.svg diff --git a/gulpfile.js b/gulpfile.js deleted file mode 100644 index 93c23404..00000000 --- a/gulpfile.js +++ /dev/null @@ -1,32 +0,0 @@ -const gulp = require('gulp'); -const less = require('gulp-less'); - -/* ----------------------------------------- */ -/* Compile LESS -/* ----------------------------------------- */ - -const SW5E_LESS = ["less/*.less"]; -function compileLESS() { - return gulp.src("less/sw5e.less") - .pipe(less()) - .pipe(gulp.dest("./")) -} -const css = gulp.series(compileLESS); - -/* ----------------------------------------- */ -/* Watch Updates -/* ----------------------------------------- */ - -function watchUpdates() { - gulp.watch(SW5E_LESS, css); -} - -/* ----------------------------------------- */ -/* Export Tasks -/* ----------------------------------------- */ - -exports.default = gulp.series( - gulp.parallel(css), - watchUpdates -); -exports.css = css; diff --git a/lang/en.json b/lang/en.json index a443fc79..44cef657 100644 --- a/lang/en.json +++ b/lang/en.json @@ -190,6 +190,12 @@ "SW5E.Expertise": "Expertise", "SW5E.FeatureActionRecharge": "Action Recharge", +<<<<<<< Updated upstream +======= +"SW5E.ItemTypeArchetype": "Archetype", +"SW5E.ItemTypeBackground": "Background", +"Sw5E.ItemTypeBackgroundPl": "Backgrounds", +>>>>>>> Stashed changes "SW5E.ItemTypeClass": "Class", "SW5E.ItemTypeClassPl": "Class Levels", "SW5E.ItemTypeConsumable": "Consumable", @@ -283,6 +289,7 @@ "SW5E.JackOfAllTrades": "Jack of all Trades", "SW5E.LairAct": "Lair Action", "SW5E.Languages": "Languages", +<<<<<<< Updated upstream "SW5E.LanguagesAleena": "Aleena", "SW5E.LanguagesAntarian": "Antarian", "SW5E.LanguagesAnzellan": "Anzellan", @@ -385,6 +392,116 @@ "SW5E.LanguagesZygerrian": "Zygerrian", "SW5E.LegAct": "Legd. Actions", "SW5E.LegRes": "Legd. Resistance", +======= +"SW5E.LanguagesAleena": "Aleena", +"SW5E.LanguagesAntarian": "Antarian", +"SW5E.LanguagesAnzellan": "Anzellan", +"SW5E.LanguagesAqualish": "Aqualish", +"SW5E.LanguagesArconese": "Arconese", +"SW5E.LanguagesArdennian": "Ardennian", +"SW5E.LanguagesArkanian": "Arkanian", +"SW5E.LanguagesBalosur": "Balosur", +"SW5E.LanguagesBarabel": "Barabel", +"SW5E.LanguagesBasic": "Basic", +"SW5E.LanguagesBesalisk": "Besalisk", +"SW5E.LanguagesBinary": "Binary", +"SW5E.LanguagesBith": "Bith", +"SW5E.LanguagesBocce": "Bocce", +"SW5E.LanguagesBothese": "Bothese", +"SW5E.LanguagesCatharese": "Catharese", +"SW5E.LanguagesCerean": "Cerean", +"SW5E.LanguagesChadra-Fan": "Chadra-Fan", +"SW5E.LanguagesChagri": "Chagri", +"SW5E.LanguagesCheunh": "Cheunh", +"SW5E.LanguagesChevin": "Chevin", +"SW5E.LanguagesChironan": "Chironan", +"SW5E.LanguagesClawdite": "Clawdite", +"SW5E.LanguagesCodruese": "Codruese", +"SW5E.LanguagesColicoid": "Colicoid", +"SW5E.LanguagesDashadi": "Dashadi", +"SW5E.LanguagesDefel": "Defel", +"SW5E.LanguagesDevaronese": "Devaronese", +"SW5E.LanguagesDosh": "Dosh", +"SW5E.LanguagesDraethos": "Draethos", +"SW5E.LanguagesDug": "Dug", +"SW5E.LanguagesDurese": "Durese", +"SW5E.LanguagesEwokese": "Ewokese", +"SW5E.LanguagesFalleen": "Falleen", +"SW5E.LanguagesFelucianese": "Felucianese", +"SW5E.LanguagesGamorrese": "Gamorrese", +"SW5E.LanguagesGand": "Gand", +"SW5E.LanguagesGeonosian": "Geonosian", +"SW5E.LanguagesGivin": "Givin", +"SW5E.LanguagesGran": "Gran", +"SW5E.LanguagesGungan": "Gungan", +"SW5E.LanguagesHapan": "Hapan", +"SW5E.LanguagesHarchese": "Harchese", +"SW5E.LanguagesHerglese": "Herglese", +"SW5E.LanguagesHonoghran": "Honoghran", +"SW5E.LanguagesHuttese": "Huttese", +"SW5E.LanguagesIktotchese": "Iktotchese", +"SW5E.LanguagesIthorese": "Ithorese", +"SW5E.LanguagesJawaese": "Jawaese", +"SW5E.LanguagesKaleesh": "Kaleesh", +"SW5E.LanguagesKaminoan": "Kaminoan", +"SW5E.LanguagesKarkaran": "Karkaran", +"SW5E.LanguagesKelDor": "Kel Dor", +"SW5E.LanguagesKharan": "Kharan", +"SW5E.LanguagesKillik": "Killik", +"SW5E.LanguagesKlatooinian": "Klatooinian", +"SW5E.LanguagesKubazian": "Kubazian", +"SW5E.LanguagesKushiban": "Kushiban", +"SW5E.LanguagesKyuzo": "Kyuzo", +"SW5E.LanguagesLannik": "Lannik", +"SW5E.LanguagesLasat": "Lasat", +"SW5E.LanguagesLowickese": "Lowickese", +"SW5E.LanguagesLurmese": "Lurmese", +"SW5E.LanguagesMandoa": "Mando'a", +"SW5E.LanguagesMiralukese": "Miralukese", +"SW5E.LanguagesMirialan": "Mirialan", +"SW5E.LanguagesMonCal": "Mon Cal", +"SW5E.LanguagesMustafarian": "Mustafarian", +"SW5E.LanguagesMuun": "Muun", +"SW5E.LanguagesNautila": "Nautila", +"SW5E.LanguagesOrtolan": "Ortolan", +"SW5E.LanguagesPakPak": "Pak Pak", +"SW5E.LanguagesPyke": "Pyke", +"SW5E.LanguagesQuarrenese": "Quarrenese", +"SW5E.LanguagesRakata": "Rakata", +"SW5E.LanguagesRattataki": "Rattataki", +"SW5E.LanguagesRishii": "Rishii", +"SW5E.LanguagesRodese": "Rodese", +"SW5E.LanguagesRyn": "Ryn", +"SW5E.LanguagesSelkatha": "Selkatha", +"SW5E.LanguagesSemblan": "Semblan", +"SW5E.LanguagesShyriiwook": "Shyriiwook", +"SW5E.LanguagesShistavanen": "Shistavanen", +"SW5E.LanguagesSith": "Sith", +"SW5E.LanguagesSquibbian": "Squibbian", +"SW5E.LanguagesSriluurian": "Sriluurian", +"SW5E.LanguagesSsi-ruuvi": "Ssi-ruuvi", +"SW5E.LanguagesSullustese": "Sullustese", +"SW5E.LanguagesTalzzi": "Talzzi", +"SW5E.LanguagesTarasinese": "Tarasinese", +"SW5E.LanguagesThisspiasian": "Thisspiasian", +"SW5E.LanguagesTogorese": "Togorese", +"SW5E.LanguagesTogruti": "Togruti", +"SW5E.LanguagesToydarian": "Toydarian", +"SW5E.LanguagesTusken": "Tusken", +"SW5E.LanguagesTwileki": "Twi'leki", +"SW5E.LanguagesUgnaught": "Ugnaught", +"SW5E.LanguagesUmbaran": "Umbaran", +"SW5E.LanguagesUtapese": "Utapese", +"SW5E.LanguagesVerpine": "Verpine", +"SW5E.LanguagesVong": "Vong", +"SW5E.LanguagesVoss": "Voss", +"SW5E.LanguagesYevethan": "Yevethan", +"SW5E.LanguagesZabraki": "Zabraki", +"SW5E.LanguagesZygerrian": "Zygerrian", +"SW5E.LegAct": "Legendary Actions", +"SW5E.LegendaryActionLabel": "Legendary Action", +"SW5E.LegRes": "Legendary Resistance", +>>>>>>> Stashed changes "SW5E.Level": "Level", "SW5E.LevelScaling": "Level Scaling", "SW5E.LimitedUses": "Limited Uses", diff --git a/module/actor/sheets/character.js b/module/actor/sheets/character.js index 121cbd85..c8558ba4 100644 --- a/module/actor/sheets/character.js +++ b/module/actor/sheets/character.js @@ -82,7 +82,11 @@ export class ActorSheet5eCharacter extends ActorSheet5e { // Partition items by category +<<<<<<< Updated upstream let [items, powers, feats, classes, species] = data.items.reduce((arr, item) => { +======= + let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds] = data.items.reduce((arr, item) => { +>>>>>>> Stashed changes // Item details item.img = item.img || DEFAULT_TOKEN; @@ -102,9 +106,18 @@ export class ActorSheet5eCharacter extends ActorSheet5e { else if ( item.type === "feat" ) arr[2].push(item); else if ( item.type === "class" ) arr[3].push(item); else if ( item.type === "species" ) arr[4].push(item); +<<<<<<< Updated upstream else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item); return arr; }, [[], [], [], [], []]); +======= + else if ( item.type === "archetype" ) arr[5].push(item); + else if ( item.type === "classfeature" ) arr[6].push(item); + else if ( item.type === "background" ) arr[7].push(item); + else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item); + return arr; + }, [[], [], [], [], [], [], [], []]); +>>>>>>> Stashed changes // Apply active item filters items = this._filterItems(items, this._filters.inventory); @@ -131,7 +144,14 @@ export class ActorSheet5eCharacter extends ActorSheet5e { // Organize Features const features = { classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true }, +<<<<<<< Updated upstream species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true}, +======= + classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: false, dataset: {type: "classfeature"}, isClassfeature: true}, + archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true }, + species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true}, + background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true}, +>>>>>>> Stashed changes active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} }, passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} } }; @@ -141,7 +161,14 @@ export class ActorSheet5eCharacter extends ActorSheet5e { } classes.sort((a, b) => b.levels - a.levels); features.classes.items = classes; +<<<<<<< Updated upstream features.species.items = species; +======= + features.classfeatures.items = classfeatures; + features.archetype.items = archetypes; + features.species.items = species; + features.background.items = backgrounds; +>>>>>>> Stashed changes // Assign and return data.inventory = Object.values(inventory); diff --git a/module/apps/cast-dialog.js b/module/apps/cast-dialog.js new file mode 100644 index 00000000..e31bfb72 --- /dev/null +++ b/module/apps/cast-dialog.js @@ -0,0 +1,102 @@ +/** + * A specialized Dialog subclass for casting a cast item at a certain level + * @type {Dialog} + */ +export class CastDialog extends Dialog { + constructor(actor, item, dialogData={}, options={}) { + super(dialogData, options); + this.options.classes = ["sw5e", "dialog"]; + + /** + * Store a reference to the Actor entity which is casting the cast + * @type {Actor5e} + */ + this.actor = actor; + + /** + * Store a reference to the Item entity which is the cast being cast + * @type {Item5e} + */ + this.item = item; + } + + /* -------------------------------------------- */ + /* Rendering */ + /* -------------------------------------------- */ + + /** + * A constructor function which displays the Cast Cast Dialog app for a given Actor and Item. + * Returns a Promise which resolves to the dialog FormData once the workflow has been completed. + * @param {Actor5e} actor + * @param {Item5e} item + * @return {Promise} + */ + static async create(actor, item) { + const ad = actor.data.data; + const id = item.data.data; + + // Determine whether the cast may be upcast + const lvl = id.level; + const canUpcast = (lvl > 0) && CONFIG.SW5E.castUpcastModes.includes(id.preparation.mode); + + // Determine the levels which are feasible + let lmax = 0; + const castLevels = Array.fromRange(10).reduce((arr, i) => { + if ( i < lvl ) return arr; + const l = ad.casts["cast"+i] || {max: 0, override: null}; + let max = parseInt(l.override || l.max || 0); + let slots = Math.clamped(parseInt(l.value || 0), 0, max); + if ( max > 0 ) lmax = i; + arr.push({ + level: i, + label: i > 0 ? `${CONFIG.SW5E.castLevels[i]} (${slots} Slots)` : CONFIG.SW5E.castLevels[i], + canCast: canUpcast && (max > 0), + hasSlots: slots > 0 + }); + return arr; + }, []).filter(sl => sl.level <= lmax); + + const pact = ad.casts.pact; + if (pact.level >= lvl) { + // If this character has pact slots, present them as an option for + // casting the cast. + castLevels.push({ + level: 'pact', + label: game.i18n.localize('SW5E.CastLevelPact') + + ` (${game.i18n.localize('SW5E.Level')} ${pact.level}) ` + + `(${pact.value} ${game.i18n.localize('SW5E.Slots')})`, + canCast: canUpcast, + hasSlots: pact.value > 0 + }); + } + + const canCast = castLevels.some(l => l.hasSlots); + + // Render the Cast casting template + const html = await renderTemplate("systems/sw5e/templates/apps/cast-cast.html", { + item: item.data, + canCast: canCast, + canUpcast: canUpcast, + castLevels, + hasPlaceableTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget + }); + + // Create the Dialog and return as a Promise + return new Promise((resolve, reject) => { + const dlg = new this(actor, item, { + title: `${item.name}: Cast Configuration`, + content: html, + buttons: { + cast: { + icon: '', + label: "Cast", + callback: html => resolve(new FormData(html[0].querySelector("#cast-config-form"))) + } + }, + default: "cast", + close: reject + }); + dlg.render(true); + }); + } +} diff --git a/module/apps/spell-cast-dialog.js b/module/apps/spell-cast-dialog.js new file mode 100644 index 00000000..5c925976 --- /dev/null +++ b/module/apps/spell-cast-dialog.js @@ -0,0 +1,102 @@ +/** + * A specialized Dialog subclass for casting a spell item at a certain level + * @type {Dialog} + */ +export class SpellCastDialog extends Dialog { + constructor(actor, item, dialogData={}, options={}) { + super(dialogData, options); + this.options.classes = ["dnd5e", "dialog"]; + + /** + * Store a reference to the Actor entity which is casting the spell + * @type {Actor5e} + */ + this.actor = actor; + + /** + * Store a reference to the Item entity which is the spell being cast + * @type {Item5e} + */ + this.item = item; + } + + /* -------------------------------------------- */ + /* Rendering */ + /* -------------------------------------------- */ + + /** + * A constructor function which displays the Spell Cast Dialog app for a given Actor and Item. + * Returns a Promise which resolves to the dialog FormData once the workflow has been completed. + * @param {Actor5e} actor + * @param {Item5e} item + * @return {Promise} + */ + static async create(actor, item) { + const ad = actor.data.data; + const id = item.data.data; + + // Determine whether the spell may be upcast + const lvl = id.level; + const canUpcast = (lvl > 0) && CONFIG.DND5E.spellUpcastModes.includes(id.preparation.mode); + + // Determine the levels which are feasible + let lmax = 0; + const spellLevels = Array.fromRange(10).reduce((arr, i) => { + if ( i < lvl ) return arr; + const l = ad.spells["spell"+i] || {max: 0, override: null}; + let max = parseInt(l.override || l.max || 0); + let slots = Math.clamped(parseInt(l.value || 0), 0, max); + if ( max > 0 ) lmax = i; + arr.push({ + level: i, + label: i > 0 ? `${CONFIG.DND5E.spellLevels[i]} (${slots} Slots)` : CONFIG.DND5E.spellLevels[i], + canCast: canUpcast && (max > 0), + hasSlots: slots > 0 + }); + return arr; + }, []).filter(sl => sl.level <= lmax); + + const pact = ad.spells.pact; + if (pact.level >= lvl) { + // If this character has pact slots, present them as an option for + // casting the spell. + spellLevels.push({ + level: 'pact', + label: game.i18n.localize('DND5E.SpellLevelPact') + + ` (${game.i18n.localize('DND5E.Level')} ${pact.level}) ` + + `(${pact.value} ${game.i18n.localize('DND5E.Slots')})`, + canCast: canUpcast, + hasSlots: pact.value > 0 + }); + } + + const canCast = spellLevels.some(l => l.hasSlots); + + // Render the Spell casting template + const html = await renderTemplate("systems/dnd5e/templates/apps/spell-cast.html", { + item: item.data, + canCast: canCast, + canUpcast: canUpcast, + spellLevels, + hasPlaceableTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget + }); + + // Create the Dialog and return as a Promise + return new Promise((resolve, reject) => { + const dlg = new this(actor, item, { + title: `${item.name}: Spell Configuration`, + content: html, + buttons: { + cast: { + icon: '', + label: "Cast", + callback: html => resolve(new FormData(html[0].querySelector("#spell-config-form"))) + } + }, + default: "cast", + close: reject + }); + dlg.render(true); + }); + } +} diff --git a/module/config.js b/module/config.js index fbb29abf..d5120cf4 100644 --- a/module/config.js +++ b/module/config.js @@ -630,11 +630,17 @@ SW5E.languages = { "antarian": "SW5E.LanguagesAntarian", "anzellan": "SW5E.LanguagesAnzellan", "aqualish": "SW5E.LanguagesAqualish", + "arconese": "SW5E.LanguagesArconese", "ardennian": "SW5E.LanguagesArdennian", + "arkanian": "SW5E.LanguagesArkanian", "balosur": "SW5E.LanguagesBalosur", "barabel": "SW5E.LanguagesBarabel", "basic": "SW5E.LanguagesBasic", +<<<<<<< Updated upstream "besalisk": "SW5E.LanguagesBesalisk", +======= + "besalisk": "SW5E.LanguagesBesalisk", +>>>>>>> Stashed changes "binary": "SW5E.LanguagesBinary", "bith": "SW5E.LanguagesBith", "bocce": "SW5E.LanguagesBocce", @@ -686,6 +692,7 @@ SW5E.languages = { "lannik": "SW5E.LanguagesLannik", "lasat": "SW5E.LanguagesLasat", "lowickese": "SW5E.LanguagesLowickese", + "lurmese": "SW5E.LanguagesLurmese", "mandoa": "SW5E.LanguagesMandoa", "miralukese": "SW5E.LanguagesMiralukese", "mirialan": "SW5E.LanguagesMirialan", @@ -701,6 +708,7 @@ SW5E.languages = { "rattataki": "SW5E.LanguagesRattataki", "rishii": "SW5E.LanguagesRishii", "rodese": "SW5E.LanguagesRodese", + "ryn": "SW5E.LanguagesRyn", "selkatha": "SW5E.LanguagesSelkatha", "semblan": "SW5E.LanguagesSemblan", "shistavanen": "SW5E.LanguagesShistavanen", @@ -711,6 +719,7 @@ SW5E.languages = { "ssi-ruuvi": "SW5E.LanguagesSsi-ruuvi", "sullustese": "SW5E.LanguagesSullustese", "talzzi": "SW5E.LanguagesTalzzi", + "tarasinese": "SW5E.LanguagesTarasinese", "thisspiasian": "SW5E.LanguagesThisspiasian", "togorese": "SW5E.LanguagesTogorese", "togruti": "SW5E.LanguagesTogruti", diff --git a/module/item/entity.js b/module/item/entity.js index 16b9970c..088df21f 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -162,7 +162,23 @@ export class Item5e extends Item { // Species Items else if ( itemData.type === "species" ) { +<<<<<<< Updated upstream labels.species = C.species[data.species]; +======= + // labels.species = C.species[data.species]; + } + // Archetype Items + else if ( itemData.type === "archetype" ) { + // labels.archetype = C.archetype[data.archetype]; + } + // Background Items + else if ( itemData.type === "background" ) { + + } + // Class Feature Items + else if ( itemData.type === "classfeature" ) { + +>>>>>>> Stashed changes } // Equipment Items diff --git a/module/item/sheet.js b/module/item/sheet.js index 53960b89..6258cd30 100644 --- a/module/item/sheet.js +++ b/module/item/sheet.js @@ -106,9 +106,24 @@ export class ItemSheet5e extends ItemSheet { } else if ( item.type === "species" ) { - + } +<<<<<<< Updated upstream +======= + else if ( item.type === "archetype" ) { + + } + + else if ( item.type === "background" ) { + + } + + else if ( item.type === "classfeature" ) { + + } + +>>>>>>> Stashed changes // Action type if ( item.data.actionType ) { props.push(CONFIG.SW5E.itemActionTypes[item.data.actionType]); diff --git a/packs/Icons/Archetypes/Totem Specialist.webp b/packs/Icons/Archetypes/Totem Specialist.webp new file mode 100644 index 0000000000000000000000000000000000000000..717dd6ccc3abd67565f809442588329d448b1962 GIT binary patch literal 8962 zcmV+dBmLY`Nk&HcA^-qaMM6+kP&iEOA^-p{U%(d-4LFP>w{1QE0%^$o7tCOn5Yhh$ zz?tkO@uQn(X`{t9j%38ix&b0$=k*2=@h9x`7eV@mwY6nCxO*kr)|O{<%eHlh1LgLF 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b/packs/packs/adventuringgear.db @@ -1,113 +1,113 @@ -{"name":"Flute","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Musical%20Instrument/Flute.webp","_id":"0rXtxM4H9wfh4NnA"} -{"name":"Slicer's Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

Slicers used specialized computers and scramble keys, many built by the slicers themselves, to eke out a living in the digital world. These computers were carefully guarded and constantly modified and upgraded by the slicer, who rarely discussed its specs except with like-minded individuals. Complex access codes and even self-destruct mechanisms were often used to prevent a slicer’s computer from falling into the wrong hands. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to hack into computers or bypass security.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":800,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Kit/Slicer_s%20Kit.webp","_id":"16V3E2zNGzP77JdU"} -{"name":"Grenade, Ion","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

Ion grenades are hand-held explosive devices that release a blast of ion energy. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":250,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"improv","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Explosive/Grenade%2C%20Ion.webp","_id":"272qKqEN2znXm9Ye"} -{"name":"Xantha","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":7,"price":170,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Musical%20Instrument/Xantha.webp","_id":"2pZY5Dw63wPkopPz"} -{"_id":"4F4ppZsYeYU1N8mH","name":"Tracker utility vest","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

A utility vest is a sleeveless item of clothing that includes several evenly-distributed pockets, popular among hunters, smugglers, and adventurers. The vest is made of leathery, hide material to resist rips, corrosion and water. The wearer can carry up to 10 light items (up to 1 lb each) without increasing their total encumbrance.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":150,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Tracker%20Utility%20Vest.webp"} -{"name":"Holocomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A holocomm is a communications unit that utilizes the HoloNet. It enables users to send and receive messages through holographic-based transmission networks.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Communications/Holocomm.webp","_id":"4SzhraHgsIKXoDu3"} -{"name":"Holster","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

A holster can be worn on the leg, hip, or back, and can be used to store a single weapon. You can draw a weapon stored in a holster without using an action. Once you’ve done so, you can’t do so again until you store a weapon in the holster as an action.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":2,"price":75,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"items","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Holster.webp","_id":"59Jkji0FuhY9CnkW"} -{"name":"Biochemist's Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

This kit includes all of the necessary components to create and house standard adrenals, medpacs, and stimpacs. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify adrenals, medpacs, and stimpacs. Also, proficiency with this kit is required to create adrenals, medpacs, and stimpacs.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":8,"price":500,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Kit/Biochemist_s%20Kit.webp","_id":"5Hm6nv1vS3fYq8rp"} -{"_id":"5RAGllbndPdnhW64","name":"Bedroll","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":7,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Bedroll.webp"} -{"name":"Code Cylinder","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Code cylinders are security devices in the shape of short cylinders that contain coded information about their bearers and grant them access to secure areas.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0.5,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Data%20Recording%20and%20Storage/Code%20Cylinder.webp","_id":"5uYoOu7FyOQ4O7BZ"} -{"name":"Mirror","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0.5,"price":50,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Mirror.webp","_id":"6lonjxIiNOkKjBZB"} -{"name":"Stylus Pen","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A stylus pen is designed to write on both solid surfaces and touch screen interfaces.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0.5,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Data%20Recording%20and%20Storage/Stylus%20Pen.webp","_id":"8DAKXuUkVeZBF36X"} -{"name":"Friction-grip gear","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A special set of gloves and boots that allow the wearer to stick to and climb surfaces. While wearing these items, you gain the ability to move along vertical surfaces and ceilings while leaving your hands free. You also gain a climbing speed equal your walking speed.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":12,"price":2000,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Friction-grip%20Gear.webp","_id":"8sX023Ca4gIn1gbU"} -{"name":"Camtono","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

A camtono is a secured, handle container used for transporting valuable goods. The camtono features a keyed lock, which requires a DC 20 security kit to force open. It can hold up to 5 lb., not exceeding a volume of 1/4 cubic foot.

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Repulsor packs are used to slow descent from a high elevation. Activating or deactivating the repulsor pack requires a bonus action and, while active, your rate of descent slow to 60 feet per round, and you ignore the effects of wind of less than moderate speed (no more than 10 mph). The repulsor pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

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A datapad is a small electronic device used for the input, storage and displaying of inform-ation. It features a holoprojective surface for 3D viewing.

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As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 13 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

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Glowrods create a beam of light illuminating the area around you in bright light for a 20-foot radius and dim light for an additional 20 feet. The glowrod lasts for 10 hours and can be recharged by connecting to a power source or by replacing the power cell.

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A respirator, or breath mask, is a portable device that allowed an oxygen-breather to survive in low-oxygen atmospheres. Although not suitable for use in outer-space, these hands-free masks were essential equipment for deep-space travel that might require activity outside of a starship.

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A datacard or data disk is a flat, hand-held device used in conjunction with a datapad to store information.

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Stealth field generators are special devices typically worn on belts that function as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute and can be recharged by a power source or replacing the power cell. This effect ends early if you make an attack or cast a force- or tech- power.

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Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.

\n

Installing a restraining bolt takes 1 minute. The droid must make a DC 13 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.

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A chronometer is a device that measures and keeps linear time.

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A powerful painkiller, karrak allows creatures to continue through the most grievous injuries. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check or saving throw using Constitution, and at the start of each of the creature’s turns it gains 2d4 temporary hit points. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check or saving throw using Contitution, and for the duration their current and maximum hit points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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A repair kit included the basic tools needed to repair a droid after being damaged in combat. The kit has three uses. As an action, you can expend one use of the kit to restore 2d4+2 hit points to a droid or construct within 5 feet.

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A datacron is a type of holocron that can be accessed by non-Force-sensitives and are mainly used to store encrypted data. They are complete with an interactive projection to access the infor-mation.

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A medpac is a quick-acting syringe filled with a concentrated dose of kolto. As an action, you can use this medpac to restore 2d4+2 hit points to a creature within 5 feet.

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A pocket scrambler is a simple add-on to any commlink that automatically encodes any messages sent out. The transmitted message can only be read by a device equipped with a matched scrambler.

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This sandy-brown powder causes everything to appear slightly humorous while enhancing a creature’s nimbleness. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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Commlinks are standard handheld communication devices, fitted with microphones and receivers. A standard, personal commlinks have a range of up to 30 miles, but are reduced in dense, urban areas or areas of high level interference.

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A shock glove is a type of armored glove that is coated with a webbed lacing. When used for an attack, this webbing carries a charge that deals 1d4 lightning damage to any objects that the glove come in contact with. If you are engaged in combat with the target of the attack, you must make a grapple check instead of an attack roll, using a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).

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Yaladai is a powerful stimulant that grants extreme clarity, improving relaxation and focus. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum force points by 2d4. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum force points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 1d6 kinetic damage on a failed save or half as much on a successful one.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0.5,"price":100,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"none","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"ammo","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Missile%2C%20Fragmentation.webp","_id":"Ojkrl5msPVueqyXm"} -{"name":"Projector Canister, Flame","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

When triggered, this wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Dexterity saving throw, taking 1d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

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When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 kinetic damage, or half as much on a successful one.

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Macrobinoculars are handheld viewing devices that allow users to observe distant objects. Some models are able to see into space from the surface of a planet.

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Electrostun grenades are usually used when the object of a mission is to detain, capture, or subdue rather than kill. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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Muon gold is a lubricant-based spice that gives users intensified mental clarity and focus for a short time. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d4. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0.16,"price":650,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"2d4","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Spice/Muon%20Gold.webp","_id":"RWrBkt91CAYqzCmX"} -{"name":"Dart","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

This wrist launcher ammunition deals 1d6 kinetic damage on a hit.

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A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can synchronize the deton-ator with a single explosive device, such as a breaching charge, grenade, or mine. As an action, you can remotely detonate the paired explosive.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":150,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Remote%20Detonator.webp","_id":"Sbe5QkH8xd9jU9AY"} -{"name":"Flight Suit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Flight suits, or jumpsuits, are a type of outfit worn by pilots. They are worn in conjunction with flight helmets. They come in a variety of different colors and provide life support, and protect from hostile environments.

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

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

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

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

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

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

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

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":6,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Storage/Smugglerpack.webp","_id":"Zlj5z56A4oVQ5iEC"} -{"name":"Field Rations(1 Day)","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Utility/Field%20Rations.webp","_id":"aTnelIgKQkHySGO8"} -{"_id":"b5VLu2y247JeDz3Q","name":"Binders","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

These durasteel restraints can bind a Small or Medium creature. Escaping the binders requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of binders comes with one key. Without the key, a creature proficient with security kits can pick the binders’ lock with a successful DC 15 Dexterity check. Binders have 15 hit points.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":6,"price":50,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Binders.webp"} -{"name":"Antitoxkit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

An antitoxkit contained a variety of wide-spectrum antidote hypospray injectors that were designed to neutralize all known poisons. A kit has five charges. As an action, you can administer a charge of the kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":4,"price":600,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Cure Poison","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Medical/Antitoxkit.webp","_id":"c1fsl0zNO2jbQDjy"} -{"name":"Fibercord Cable, 50 ft","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Rolled

","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Fibercord.webp","_id":"cWfyILdqZ8m73wVt"} -{"name":"Hovercart","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

This repulsorcraft is designed to efficiently move large amounts of goods. It has a speed of 30 feet and can hold up to 2,000 lb., not exceeding a volume of 120 cubic feet.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":150,"price":2000,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":2000,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Storage/Hovercart.webp","_id":"csq3Gy4uUjMMjGMo"} -{"name":"Fusion Cutter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

A fusion cutter is a handheld cutting tool popular among technicians. It cut through almost any reinforced material, given enough time. The internal power cell supplies an hour’s worth of continuous operation.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Utility/Fusion%20Cutter.webp","_id":"cwQ3qHjcVSaB6O7M"} -{"name":"Aquatic Rebreather","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Aquatic breathers are breath masks designed to operate underwater. While worn, the wearer can breathe both air and water.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":100,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Life%20Support/Aquatic%20Rebreather.webp","_id":"d508bDYXnIHgIRYL"} -{"name":"Power Belt","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

This belt has slots to hold six power cells, and can be connected to directly power a single blaster weapon that uses power cells. Once per turn, if the powered weapon would be reloaded, it can be done without using an action. Connecting or disconnecting a weapon takes an action. Replacing an expended power cell takes an action.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":1,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"items","value":6,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Power%20Belt.webp","_id":"dArOs86s3KFujI3A"} -{"name":"Holocron, Jedi","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Holocrons are information-storage devices used by force wielders that contain ancient lessons or valuable information in holographic form. They appear as palm-sized, glowing polyhedrons of crystalline material and hardware, and can only be activated and used through the power of the Force.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Data%20Recording%20and%20Storage/Holocron%2C%20Jedi.webp","_id":"eWWgW7KKG7T9xPQi"} -{"name":"Comm Jammer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A comm jammer is a device used to scramble communications. A comm jammer can block transmissions from unenhanced communications devices in a 100 foot radius.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":450,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Communications/Comm%20Jammer.webp","_id":"fGHNS8jAO97FoOj4"} -{"name":"Disguise Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance, in addition to a tool that lets them holographically mimic clothing. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":4,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Kit/Disguise%20Kit.webp","_id":"fSb6sQtBYBvrKfon"} -{"name":"Tripod","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A tripod is a device used to mount a two-handed blaster weapon to offer increased stability. Over the course of 1 minute, you can deploy or collapse the tripod. While deployed, you ignore the Strength requirement on ranged weapons with the strength property, and your speed is reduced to 0.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":16,"price":450,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Tripod.webp","_id":"fzBAaF0XzX3DTlAp"} -{"name":"Breaching Charge","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

A device used to blow holes in larger constructs, a breaching charge creates a devastating explosion. Installing a breaching charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

\n

Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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When triggered, this wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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Environment suits, atmospheric suits, or EVA suits, are pressure suits that enabled wearers to survive and operate in zero gravity space and other dangerous conditions.

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Heat generators are special devices typically worn on belts that function as a portable, personal heat supply. Activating or deactivating the generator requires a bonus action and, while active, you are adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. The generator lasts for 10 minutes and can be recharged by a power source or replacing the power cell.

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A grappling hook allows a user to climb or ascend large objects. It can be mounted to a blaster, belt, or elsewhere. It has a 50-foot length.

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A holotrace device is a wrist-worn gadget that can be used to trace a holographic transmission back to its source.

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40 Gallons Liquid, 4 Cubic Feet Solid

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This box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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This kit contains all of the commonly required tools to make repairs on constructs, such as ships, speeders, and turrets. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to perform repairs or install ship upgrades.

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Refined andris crystal, a spice mined most commonly on Sevarcos II, sharpens a creature’s mind when smoked. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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A shoulder cannon is a weapon mounted on a creature’s shoulder with an integrated targeting interface that uses traditional power cells. When you would make a ranged weapon attack, you can fire this weapon instead. It has the ammunition (range 60/240), burst 4, and reload 4 properties, and deals 1d8 energy damage on a hit. The shoulder cannon has a proficiency bonus of +2 and a Dexterity score of 16, which are used instead of your proficiency bonus and Dexterity modifier when making attack and damage rolls with it.

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A wristpad is a harness with an integrated datapad and holoprojector interface that fits on the forearm and includes self-charging battery packs.

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A holorecorder is a device used to record and project holograms. Some droid models are equipped with internal holorecorders.

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Holocrons are information-storage devices used by force wielders that contain ancient lessons or valuable information in holographic form. They appear as palm-sized, glowing polyhedrons of crystalline material and hardware, and can only be activated and used through the power of the Force.

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Gas grenades are primarily used to flush enemies out of cover and other protected areas, though there are of course other uses. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. The grenade explodes in a 15-foot-radius sphere of yellow-green fog centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

\n

When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a DC 13 Constitution saving throw. The creature takes 1d8 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

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This kit contains the appropriate equipment for disarming and setting explosives. It contains a plastic face guard and heavy duty gloves, as well as precision cutting and gripping tools, and various common components of grenades and mines. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to disarm or set an explosive.

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This kit includes all of the necessary implements to prepare and serve food to up to six people. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify food. Also, proficiency with this kit is required to create field rations.

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Frag grenades are cheap, low-damage grenades used mainly by military personnel, mercenaries, bounty hunters, and adventurers. Grenades can be set to detonate on impact or set with a timer that lasts several seconds before detonating. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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Cilona, the active ingredient in deathsticks, is a hallucinogen that causes an ecstatic feeling that improves strength and endurance. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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

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

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

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

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

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

\n

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

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

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":5,"price":150,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Kit/Forgery%20Kit.webp","_id":"uoNaJRSb7ocwldUu"} -{"name":"Security Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

A security kit includes the tools and electronic components necessary to bypass electronic and mechanical locks. It includes sensor devices, a specialized commlink designed to detect silent alarms, a small file, a set of lockpicks, a small mirror mounted to an elongated handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":650,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Kit/Security%20Kit.webp","_id":"usVyAnJZ5vf3kWf6"} -{"name":"Jetpack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":20,"price":4500,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Jetpack.webp","_id":"vuxf6Qbd5pMj2gCH"} -{"name":"Shawm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Musical%20Instrument/Shawm.webp","_id":"wS3DLDX5AIMLhJ84"} -{"name":"Ram, portable","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":35,"price":40,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"4","mode":"+","targetSpecific":false,"id":1,"itemId":"5AIp4xk1BWeJpS0A","active":false,"_targets":[],"label":"Abilities Strength"}]}},"img":"systems/sw5e/packs/Icons/Utility/Ram.webp","_id":"wVdZknqxKQi7KQ7O"} -{"name":"Rocket boots","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Rocket boots are a form of rocket propulsion system affixed to a pair of boots instead of being worn on the back like a standard jetpack. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 20 feet. The rocket boots last for 1 minute and can be recharged by a power source or replacing the power cell.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":2500,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Rocket%20Boots.webp","_id":"x2SznYftRVTKCXAa"} -{"name":"Bandolier","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

A bandolier is worn across the chest. It has 12 slots that can each hold a single item that weighs less than 2 lb, such as a vibrodagger, a fragmentation grenade, or a power cell.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":100,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"items","value":12,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Bandolier.webp","_id":"xQQs7o1UkKcIcftB"} -{"name":"Trauma Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

A common traumakit can be stocked with bacta packs, and contains spray-bandages, bone stabilizers, antiseptics, and other essentials for the treatment of wounds. As an action, you can expend a use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. A traumakit can be used to stabilize 5 times before it must be restocked at its original cost.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":50,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Stabilize Creature","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Medical/Traumakit.webp","_id":"xuU4A9rszdWjOh2A"} -{"name":"Bipod","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A bipod is a device mounted to a two-handed blaster weapon to offer increased stability while prone. As an action, you can deploy or collapse the bipod. While deployed, you ignore the Strength requirement on ranged weapons with the strength property while you are prone, and your speed is reduced to 0.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":200,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Bipod.webp","_id":"y4BGQwOX4ZifcFtA"} -{"name":"Headcomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

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

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

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

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":550,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"improv","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Explosive/Mine%2C%20Plasma.webp","_id":"zrSOUA8dUg9lHVdS"} +{"name":"Flute","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Musical%20Instrument/Flute.png","_id":"0rXtxM4H9wfh4NnA"} +{"name":"Slicer's Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

Slicers used specialized computers and scramble keys, many built by the slicers themselves, to eke out a living in the digital world. These computers were carefully guarded and constantly modified and upgraded by the slicer, who rarely discussed its specs except with like-minded individuals. Complex access codes and even self-destruct mechanisms were often used to prevent a slicer’s computer from falling into the wrong hands. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to hack into computers or bypass security.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":800,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Kit/Slicer_s%20Kit.png","_id":"16V3E2zNGzP77JdU"} +{"name":"Grenade, Ion","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

Ion grenades are hand-held explosive devices that release a blast of ion energy. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":250,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"improv","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Explosive/Grenade%2C%20Ion.png","_id":"272qKqEN2znXm9Ye"} +{"name":"Xantha","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":7,"price":170,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Musical%20Instrument/Xantha.png","_id":"2pZY5Dw63wPkopPz"} +{"_id":"4F4ppZsYeYU1N8mH","name":"Tracker utility vest","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

A utility vest is a sleeveless item of clothing that includes several evenly-distributed pockets, popular among hunters, smugglers, and adventurers. The vest is made of leathery, hide material to resist rips, corrosion and water. The wearer can carry up to 10 light items (up to 1 lb each) without increasing their total encumbrance.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":150,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Weapon%20or%20Armor%20Accessory/Tracker%20Utility%20Vest.png"} +{"name":"Holocomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A holocomm is a communications unit that utilizes the HoloNet. It enables users to send and receive messages through holographic-based transmission networks.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Communications/Holocomm.png","_id":"4SzhraHgsIKXoDu3"} +{"name":"Holster","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

A holster can be worn on the leg, hip, or back, and can be used to store a single weapon. You can draw a weapon stored in a holster without using an action. Once you’ve done so, you can’t do so again until you store a weapon in the holster as an action.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":2,"price":75,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"items","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Weapon%20or%20Armor%20Accessory/Holster.png","_id":"59Jkji0FuhY9CnkW"} +{"name":"Biochemist's Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

This kit includes all of the necessary components to create and house standard adrenals, medpacs, and stimpacs. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify adrenals, medpacs, and stimpacs. Also, proficiency with this kit is required to create adrenals, medpacs, and stimpacs.

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Code cylinders are security devices in the shape of short cylinders that contain coded information about their bearers and grant them access to secure areas.

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A stylus pen is designed to write on both solid surfaces and touch screen interfaces.

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A special set of gloves and boots that allow the wearer to stick to and climb surfaces. While wearing these items, you gain the ability to move along vertical surfaces and ceilings while leaving your hands free. You also gain a climbing speed equal your walking speed.

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A camtono is a secured, handle container used for transporting valuable goods. The camtono features a keyed lock, which requires a DC 20 security kit to force open. It can hold up to 5 lb., not exceeding a volume of 1/4 cubic foot.

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Repulsor packs are used to slow descent from a high elevation. Activating or deactivating the repulsor pack requires a bonus action and, while active, your rate of descent slow to 60 feet per round, and you ignore the effects of wind of less than moderate speed (no more than 10 mph). The repulsor pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

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A datapad is a small electronic device used for the input, storage and displaying of inform-ation. It features a holoprojective surface for 3D viewing.

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As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 13 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

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Glowrods create a beam of light illuminating the area around you in bright light for a 20-foot radius and dim light for an additional 20 feet. The glowrod lasts for 10 hours and can be recharged by connecting to a power source or by replacing the power cell.

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A respirator, or breath mask, is a portable device that allowed an oxygen-breather to survive in low-oxygen atmospheres. Although not suitable for use in outer-space, these hands-free masks were essential equipment for deep-space travel that might require activity outside of a starship.

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A datacard or data disk is a flat, hand-held device used in conjunction with a datapad to store information.

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Stealth field generators are special devices typically worn on belts that function as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute and can be recharged by a power source or replacing the power cell. This effect ends early if you make an attack or cast a force- or tech- power.

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Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.

\n

Installing a restraining bolt takes 1 minute. The droid must make a DC 13 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.

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A chronometer is a device that measures and keeps linear time.

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A powerful painkiller, karrak allows creatures to continue through the most grievous injuries. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check or saving throw using Constitution, and at the start of each of the creature’s turns it gains 2d4 temporary hit points. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check or saving throw using Contitution, and for the duration their current and maximum hit points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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A repair kit included the basic tools needed to repair a droid after being damaged in combat. The kit has three uses. As an action, you can expend one use of the kit to restore 2d4+2 hit points to a droid or construct within 5 feet.

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A datacron is a type of holocron that can be accessed by non-Force-sensitives and are mainly used to store encrypted data. They are complete with an interactive projection to access the infor-mation.

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A medpac is a quick-acting syringe filled with a concentrated dose of kolto. As an action, you can use this medpac to restore 2d4+2 hit points to a creature within 5 feet.

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A pocket scrambler is a simple add-on to any commlink that automatically encodes any messages sent out. The transmitted message can only be read by a device equipped with a matched scrambler.

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This sandy-brown powder causes everything to appear slightly humorous while enhancing a creature’s nimbleness. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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Commlinks are standard handheld communication devices, fitted with microphones and receivers. A standard, personal commlinks have a range of up to 30 miles, but are reduced in dense, urban areas or areas of high level interference.

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A shock glove is a type of armored glove that is coated with a webbed lacing. When used for an attack, this webbing carries a charge that deals 1d4 lightning damage to any objects that the glove come in contact with. If you are engaged in combat with the target of the attack, you must make a grapple check instead of an attack roll, using a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).

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Yaladai is a powerful stimulant that grants extreme clarity, improving relaxation and focus. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum force points by 2d4. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum force points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 1d6 kinetic damage on a failed save or half as much on a successful one.

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When triggered, this wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Dexterity saving throw, taking 1d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

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When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 kinetic damage, or half as much on a successful one.

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Macrobinoculars are handheld viewing devices that allow users to observe distant objects. Some models are able to see into space from the surface of a planet.

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Electrostun grenades are usually used when the object of a mission is to detain, capture, or subdue rather than kill. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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Muon gold is a lubricant-based spice that gives users intensified mental clarity and focus for a short time. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d4. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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This wrist launcher ammunition deals 1d6 kinetic damage on a hit.

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A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can synchronize the deton-ator with a single explosive device, such as a breaching charge, grenade, or mine. As an action, you can remotely detonate the paired explosive.

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Flight suits, or jumpsuits, are a type of outfit worn by pilots. They are worn in conjunction with flight helmets. They come in a variety of different colors and provide life support, and protect from hostile environments.

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

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

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

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

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

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These durasteel restraints can bind a Small or Medium creature. Escaping the binders requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of binders comes with one key. Without the key, a creature proficient with security kits can pick the binders’ lock with a successful DC 15 Dexterity check. Binders have 15 hit points.

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An antitoxkit contained a variety of wide-spectrum antidote hypospray injectors that were designed to neutralize all known poisons. A kit has five charges. As an action, you can administer a charge of the kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.

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Rolled

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This repulsorcraft is designed to efficiently move large amounts of goods. It has a speed of 30 feet and can hold up to 2,000 lb., not exceeding a volume of 120 cubic feet.

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A fusion cutter is a handheld cutting tool popular among technicians. It cut through almost any reinforced material, given enough time. The internal power cell supplies an hour’s worth of continuous operation.

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Aquatic breathers are breath masks designed to operate underwater. While worn, the wearer can breathe both air and water.

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This belt has slots to hold six power cells, and can be connected to directly power a single blaster weapon that uses power cells. Once per turn, if the powered weapon would be reloaded, it can be done without using an action. Connecting or disconnecting a weapon takes an action. Replacing an expended power cell takes an action.

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Holocrons are information-storage devices used by force wielders that contain ancient lessons or valuable information in holographic form. They appear as palm-sized, glowing polyhedrons of crystalline material and hardware, and can only be activated and used through the power of the Force.

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A comm jammer is a device used to scramble communications. A comm jammer can block transmissions from unenhanced communications devices in a 100 foot radius.

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This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance, in addition to a tool that lets them holographically mimic clothing. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

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A tripod is a device used to mount a two-handed blaster weapon to offer increased stability. Over the course of 1 minute, you can deploy or collapse the tripod. While deployed, you ignore the Strength requirement on ranged weapons with the strength property, and your speed is reduced to 0.

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A device used to blow holes in larger constructs, a breaching charge creates a devastating explosion. Installing a breaching charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

\n

Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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When triggered, this wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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Environment suits, atmospheric suits, or EVA suits, are pressure suits that enabled wearers to survive and operate in zero gravity space and other dangerous conditions.

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Heat generators are special devices typically worn on belts that function as a portable, personal heat supply. Activating or deactivating the generator requires a bonus action and, while active, you are adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. The generator lasts for 10 minutes and can be recharged by a power source or replacing the power cell.

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A grappling hook allows a user to climb or ascend large objects. It can be mounted to a blaster, belt, or elsewhere. It has a 50-foot length.

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A holotrace device is a wrist-worn gadget that can be used to trace a holographic transmission back to its source.

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40 Gallons Liquid, 4 Cubic Feet Solid

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":70,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":120,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Storage/Crate.png","_id":"kuCbaQRvtvExVI6D"} +{"name":"Mess Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

This box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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This kit contains all of the commonly required tools to make repairs on constructs, such as ships, speeders, and turrets. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to perform repairs or install ship upgrades.

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Refined andris crystal, a spice mined most commonly on Sevarcos II, sharpens a creature’s mind when smoked. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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A shoulder cannon is a weapon mounted on a creature’s shoulder with an integrated targeting interface that uses traditional power cells. When you would make a ranged weapon attack, you can fire this weapon instead. It has the ammunition (range 60/240), burst 4, and reload 4 properties, and deals 1d8 energy damage on a hit. The shoulder cannon has a proficiency bonus of +2 and a Dexterity score of 16, which are used instead of your proficiency bonus and Dexterity modifier when making attack and damage rolls with it.

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A wristpad is a harness with an integrated datapad and holoprojector interface that fits on the forearm and includes self-charging battery packs.

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A holorecorder is a device used to record and project holograms. Some droid models are equipped with internal holorecorders.

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Holocrons are information-storage devices used by force wielders that contain ancient lessons or valuable information in holographic form. They appear as palm-sized, glowing polyhedrons of crystalline material and hardware, and can only be activated and used through the power of the Force.

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Gas grenades are primarily used to flush enemies out of cover and other protected areas, though there are of course other uses. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. The grenade explodes in a 15-foot-radius sphere of yellow-green fog centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

\n

When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a DC 13 Constitution saving throw. The creature takes 1d8 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

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This kit contains the appropriate equipment for disarming and setting explosives. It contains a plastic face guard and heavy duty gloves, as well as precision cutting and gripping tools, and various common components of grenades and mines. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to disarm or set an explosive.

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This kit includes all of the necessary implements to prepare and serve food to up to six people. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify food. Also, proficiency with this kit is required to create field rations.

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Frag grenades are cheap, low-damage grenades used mainly by military personnel, mercenaries, bounty hunters, and adventurers. Grenades can be set to detonate on impact or set with a timer that lasts several seconds before detonating. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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Cilona, the active ingredient in deathsticks, is a hallucinogen that causes an ecstatic feeling that improves strength and endurance. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0.16,"price":60,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Add to ability check, attack roll, or saving throw using Strength.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"d4","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Spice/Cilona.png"} +{"name":"Thermal Detonator","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

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

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

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

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

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

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

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

\n

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

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

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":5,"price":150,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Kit/Forgery%20Kit.png","_id":"uoNaJRSb7ocwldUu"} +{"name":"Security Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

A security kit includes the tools and electronic components necessary to bypass electronic and mechanical locks. It includes sensor devices, a specialized commlink designed to detect silent alarms, a small file, a set of lockpicks, a small mirror mounted to an elongated handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":650,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Kit/Security%20Kit.png","_id":"usVyAnJZ5vf3kWf6"} +{"name":"Jetpack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":20,"price":4500,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Weapon%20or%20Armor%20Accessory/Jetpack.png","_id":"vuxf6Qbd5pMj2gCH"} +{"name":"Shawm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Musical%20Instrument/Shawm.png","_id":"wS3DLDX5AIMLhJ84"} +{"name":"Ram, portable","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":35,"price":40,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"4","mode":"+","targetSpecific":false,"id":1,"itemId":"5AIp4xk1BWeJpS0A","active":false,"_targets":[],"label":"Abilities Strength"}]}},"img":"modules/sw5e/Icons/Utility/Ram.png","_id":"wVdZknqxKQi7KQ7O"} +{"name":"Rocket boots","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Rocket boots are a form of rocket propulsion system affixed to a pair of boots instead of being worn on the back like a standard jetpack. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 20 feet. The rocket boots last for 1 minute and can be recharged by a power source or replacing the power cell.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":2500,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Weapon%20or%20Armor%20Accessory/Rocket%20Boots.png","_id":"x2SznYftRVTKCXAa"} +{"name":"Bandolier","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

A bandolier is worn across the chest. It has 12 slots that can each hold a single item that weighs less than 2 lb, such as a vibrodagger, a fragmentation grenade, or a power cell.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":100,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"items","value":12,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Weapon%20or%20Armor%20Accessory/Bandolier.png","_id":"xQQs7o1UkKcIcftB"} +{"name":"Trauma Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

A common traumakit can be stocked with bacta packs, and contains spray-bandages, bone stabilizers, antiseptics, and other essentials for the treatment of wounds. As an action, you can expend a use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. A traumakit can be used to stabilize 5 times before it must be restocked at its original cost.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":50,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Stabilize Creature","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Medical/Traumakit.png","_id":"xuU4A9rszdWjOh2A"} +{"name":"Bipod","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A bipod is a device mounted to a two-handed blaster weapon to offer increased stability while prone. As an action, you can deploy or collapse the bipod. While deployed, you ignore the Strength requirement on ranged weapons with the strength property while you are prone, and your speed is reduced to 0.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":200,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Weapon%20or%20Armor%20Accessory/Bipod.png","_id":"y4BGQwOX4ZifcFtA"} +{"name":"Headcomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

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

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

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

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

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":550,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"improv","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Explosive/Mine%2C%20Plasma.png","_id":"zrSOUA8dUg9lHVdS"} diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db new file mode 100644 index 00000000..64776a1e --- /dev/null +++ b/packs/packs/archetypes.db @@ -0,0 +1,105 @@ +{"_id":"0s8yk4E0Kneqe4zt","name":"Echani Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Echani Order

\n

Monks of the Echani Order train relentlessly both with and without their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

\n

Path of the Echani

\n

Beginning when you choose this order at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.

\n

Echani Weapons

\n

Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.

\n

Agile Parry

\n

If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

\n

Echani's Shot

\n

You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

\n

One with the Blade

\n

At 6th level, you extend your focus into your Echani weapons, granting you the following benefits.

\n

Enhanced Echani Weapons

\n

Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Deft Strike

\n

When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

\n

Sharpen the Blade

\n

Starting at 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.

\n

Unerring Accuracy

\n

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Echani%20Order.webp"} +{"_id":"12fYGPcLSITUYHMK","name":"Way of the Seer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of the Seer

\n

The Force guides us in innumerable ways, often manifesting as visions. Those consulars who follow the Way of Seer attempt to harness these visions in an attempt to work towards the best possible future, as they see it.

\n

Force Visions

\n

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

\n

Powerful Mind

\n

At 6th level, you can use your force abilities to read a creature's thoughts. You can then use your access to the creature's mind to command it.

\n

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

\n

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

\n

Visions of the Past

\n

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

\n

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

\n

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

\n

Shielded Thoughts

\n

At 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

\n

Clarity of Vision

\n

Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20the%20Seer.webp"} +{"_id":"174qCi5FWBd5LDP0","name":"Illusionist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Illusionist Technique

\n

Throughout the galaxy you may find various infiltrators and agents who make ample use of holographic technology to get themselves in and out of danger. Followers of the Illusionist Technique make use of this holographic technology to give themselves an illusory edge in combat.

\n

Holographic Decoy

\n

When you choose this technique at 3rd level, as an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy's space. Both your decoy and the target of your tech power must be within your line of sight.

\n

You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.

\n

Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.

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A creature that uses its action to examine your decoy can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

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

\n

Mark of the Illusionist

\n

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

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Charged Illusions

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Beginning at 7th level, when a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level (rounded down).

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Quick Escape

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Starting at 11th level, whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.

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Improved Decoys

\n

At 15th level, you can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Illusionist%20Technique.webp"} +{"_id":"2Cloz2rrPw76ACn0","name":"Armormech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Armormech Engineering

Those engineers who choose the Armormech Engineering discipline focus on the ability to work with hard metals and electronic shielding to construct and enhance all types of personal armor.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in armormech's tools, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech's tools, the rate at which you craft doubles.

Modified Armor

Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to modify it. You must have the armor, materials, and armormech's tools in order to perform this modification.

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

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

At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer class table.

Damage Absorption

Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

Armormech's Celerity

Beginning at 6th level, when you take the Attack action, you can make one weapon attack as a bonus action.

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

Casting Celerity

At 14th level, when you use your action to a cast a tech power, you can use your Armormech's Celerity feature.

Suit Reliability

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

Armormech Modifications

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

Absorption Shield

Prerequisite: Physical Shield You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.

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

Accelerated Movement

Prerequisite: Armor You reduce the weight of your modified armor's bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor's weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

Adaptable Armor

Prerequisite: Armor You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.

Advanced Power Fist

Prerequisite: 11th level, Armor Prerequisite: Prototype Power Fist You further modify your modified armor's gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d8 kinetic damage. Additionally, your unarmed strikes score a critical hit on a roll of 19 or 20.

Artificially Intelligent

Prerequisite: 7th level, Armor You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor's artificial intelligence can take the Help action.

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

Bonded Plates

Prerequisite: 5th level You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

Collapsible Suit

Prerequisite: 5th level, Armor Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3

its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

Darkvision Visor

Prerequisite: Armor While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

Enhanced Endurance

Prerequisite: Armor When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Electroshock Shield

Prerequisite: Shield Generator You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.

Flight

Prerequisite: 9th level, Armor You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.

Grappling Harpoon

Prerequisite: Armor Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

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

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

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

Heavy Suit

Prerequisite: 5th level, Armor You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Infiltration Suit

Prerequisite: Armor You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast infiltrate targeting yourself.

The cloaking device regains all expended charges after a long rest.

Magnetized Shield

Prerequisite: Physical Shield You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature's weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

Overload Shield

Prerequisite: Shield Generator You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.

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

Power Fist

Prerequisite: Armor You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d4 kinetic damage.

Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

Prototype Power Fist

Prerequisite: 7th level, Armor Prerequisite: Power Fist You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d6 kinetic damage and has the following property.

If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.

Reinforced Underlay

Prerequisite: 5th level You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

Resistance

Prerequisite: Armor You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.

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

Sealed Suit

Prerequisite: 5th level, Armor As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master's Guide.

Sentient Armor

Prerequisite: 13th level Prerequisite: Artificially Intelligent Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.

While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.

Shield Amplifier

Prerequisite: Shield Generator You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield's bonus.

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

Shield Anchor

Prerequisite: Physical Shield You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.

Tech Blast

Prerequisite: Armor You modify your modified armor gauntlet to allow you to make a ranged tech attack. The weapon fires blasts of energy which deal 1d8 + your Intelligence modifier energy damage with a range of 30 feet. When you would make a ranged weapon attack, you can use this ranged tech attack in place of it.

Weapon Integration Armoring

Prerequisite: Armor You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"armor","mode":"+","targetSpecific":false,"id":1,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Armormech%20Engineering.webp"} +{"_id":"3GmBJl9h0FpyIKFg","name":"Path of Aggression","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Aggression

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From the murky depths of the dark side comes seething fury. Those sentinels who follow the Path of Aggression charge their weapon with lightning, culminating in a massive discharge that can ravage their opponents.

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Voltaic Slash

\n

Starting when you choose this calling at 3rd level, you learn the lightning charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn't already include that modifier.

\n

Thunderous Momentum

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Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and other effects that would reduce your speed only reduce it by 5 feet.

\n

Entropic Rush

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At 7th level, you've learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting lightning charge, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.

\n

Living Current

\n

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

\n

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

\n

Retaliatory Strike

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Aggression.webp"} +{"_id":"3yOiMsM439IfwEBm","name":"Form VII: Juyo/Vapaad","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VII: Juyo/Vapaad

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Form VII, also known as Ferocity Form, revels in the satisfaction of battle and victory. Those guardians who focus on Juyo/Vapaad Form channel their emotions into their fighting, making heavy, sweeping strikes.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Great Weapon Fighting, Two-Weapon Fighting, or Versatile Fighting Fighting Style options for Juyo, or Brawling, Equilibrium, or Sentinel Fighting Style options for Vapaad, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Vornskr

\n

Also at 3rd level, as a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.

\n

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

\n

Channel the Force

\n

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vapaad.

\n

Snap Aggression

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If you are surprised at the start of combat and aren't incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.

\n

Assertive Defense

\n

When you reduce the damage dealt by a force power to 0 using the saber reflect power, and you're wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.

\n

Fury

\n

At 7th level, you gain one of the following features. Choose Relentless for Juyo or Punishing Charge for Vapaad.

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Relentless

\n

You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.

\n

Punishing Charge

\n

When a creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.

\n

Vengeance

\n

Starting at 15th level, you gain one of the following features. Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.

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Devastating Critical

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

\n

Their Power, My Strength

\n

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

\n

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

\n

Master of Ferocity

\n

At 20th level, you are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

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    \n
  • You have resistance to all damage.
  • \n
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • \n
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • \n
\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Juyo%20Vapaad%20Form.webp"} +{"_id":"4afEpKVpPAUq3lMe","name":"Path of the Forceblade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of the Forceblade

\n

Some few master their weapon in ways that differ from their peers. Those sentinels who follow the Path of the Forceblade channel the Force into their weapon, forming a unique connection that grants you greater control over the weapon; it becomes an extension of their will.

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Phasethrow

\n

Starting when you choose this calling at 3rd level, you learn the saber throw force power. Additionally, you no longer have disadvantage on the attack roll with it if you are within 5 feet of a hostile creature, and you can use your Kinetic Combat feature when you cast it as your action. Finally, once per turn, when you hit a creature within 30 feet of you with the saber throw force power, you can spend 1 force point to teleport to an unoccupied space within 5 feet of the creature.

\n

Forceblade Bond

\n

Also at 3rd level, you learn how to bond with a lightweapon or vibroweapon through the Force, making it part of you.

\n

You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, gaining the following benefits:

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    \n
  • You can't be disarmed of that weapon unless you are incapacitated.
  • \n
  • If the weapon is within 60 feet of you and you can see it, you can summon that weapon as a bonus action on your turn, causing it to travel instantly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.
  • \n
  • You can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls.
  • \n
\n

You can have two weapons bonded to you in this way at a time, and you can summon both of them to you with the same bonus action.

\n

Twin Saber Throw

\n

At 7th level, when you cast saber throw while wielding your forceblade, you add half your forcecasting ability modifier (rounded down) to the damage rolls, and you can att-ack the same target multiple times. Additionally, when you make your Kinetic Combat attack, if you spent a force point to teleport to within 5 feet of the target, you make the attack roll with advantage.

\n

Disruptive Throw

\n

By 13th level, when you are the target of a ranged attack, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage equal to your Kinetic Combat Damage Die and you impose disadvantage on the triggering attack roll.

\n

Forceblade Mastery

\n

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

\n

Additionally, when you do so, you can use your Kinetic Combat feature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20the%20Forceblade.webp"} +{"_id":"4zUolY92dTrk3e5B","name":"Frenzied Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Frenzied Approach

\n

For some berserkers, rage is a means to an end—that end being violence. The Frenzied Approach is that of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

\n

Frenzy

\n

When you choose this approach at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

\n

When you finish a long rest, you reduce your exhaustion level by 2 rather than 1. Additionally, any effect that removes exhaustion reduces your exhaustion by 1 additional level.

\n

Maniacal Rage

\n

Also at 3rd level, while raging, when you make a Charisma (Intimidation) check, or a creature makes a Wisdom saving throw to avoid being frightened of you, you add your Strength modifier to the check or save DC, as appropriate.

\n

Mindless Rage

\n

At 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

\n

Intimidating Presence

\n

Starting at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On sub-sequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

\n

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

\n

Retaliation

\n

At 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Frenzied%20Approach.webp"} +{"_id":"5ZfztAWnxh7mqTL7","name":"Crimson Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Crimson Order

\n

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

\n

Crimson Armaments

\n

Beginning when you choose this order at 3rd level, you've learned to perform your martial arts while armored. You gain proficiency in all armor, and you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor but not wielding a shield.

\n

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

\n

Divert Strike

\n

Also at 3rd level, you can use your reaction to divert an attack when you or a friendly creature within 5 feet of you are hit by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

Crimson Squall

\n

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

\n

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

\n

Vigilant Sentinel

\n

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

\n

Sovereign Protector

\n

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

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

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

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

Adept Specialist

\n

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

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Growing Momentum

\n

Also at 3rd level, you can cast the burst of speed force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.

\n

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

\n

Whirling Weapons

\n

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

\n

Adept Specialist Forcecasting

\n

Focused Breathing

\n

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

\n

Unstoppable Force

\n

Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

\n

Instant Acceleration

\n

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

\n

The Adept Specialist

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th541st
5th651st
6th761st
7th872nd
8th982nd
9th1092nd
10th11102nd
11th12112nd
12th13122nd
13th14133rd
14th15143rd
15th16153rd
16th17163rd
17th18174th
18th18184th
19th19194th
20th19204th
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Adept%20Specialist.webp"} +{"_id":"6JrXY2jDqQiuuUGq","name":"Way of Negation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Negation

\n

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

\n

Force Deflection

\n

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

\n

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

\n

Power Surge

\n

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

\n

You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as force suppression or sever force, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

\n

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

\n

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

\n

Enduring Focus

\n

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

\n

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

\n

Conflux

\n

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

\n

Tutaminis Mastery

\n

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

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

Blademaster Specialist

\n

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

\n

Unarmored Defense

\n

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

\n

Adaptive Fighting

\n

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

\n

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

\n

Change Up

\n

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

\n

Draw

\n

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

\n

Stow

\n

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

\n

Dervish

\n

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

\n

Resilient Fighting

\n

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

\n

Adrenaline Rush

\n

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

\n

Bladestorm

\n

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

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Blademaster%20Specialist.webp"} +{"_id":"9AQImD6JBpd9c1UK","name":"Path of the Corsair","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of the Corsair

\n

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

\n

Scavenger's Reach

\n

Starting when you choose this calling at 3rd level, you learn the force disarm force power. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.

\n

Corsair Weapons

\n

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

\n

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

\n

Force-Empowered Detonators

\n

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

\n

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

\n

Energized Kinetics

\n

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

\n

Disorienting Detonations

\n

At 18th level, when a creature fails the saving throw against your Force-Empowered Detonators feature, you can spend 2 force points to subject it to the effects of one of the following force powers: affliction, force blind/deafen, stun, or stun droid. They automatically fail the saving throw for the selected power, but the effects only last until the end of your next turn.

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

Form IV: Ataru

\n

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

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Great Weapon Fighting, Two-Weapon Fighting, or Versatile Fighting Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Hawk-Bat

\n

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

\n

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

\n

Channel the Force

\n

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

\n

Retreating Leap

\n

When a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.

\n

Hawk-Bat Swoop

\n

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

\n

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

\n

Whirlwind Attack

\n

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

\n

Master of Aggression

\n

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

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.
  • \n
  • When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.
  • \n
\n

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

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

Ruffian Practice

\n

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

\n

Rakish Audacity

\n

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

\n

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

\n

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

\n

Nimble Step

\n

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

\n

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

\n

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

\n

Blade Defense

\n

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

\n

Disarming Strike

\n

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

\n

Fancy Footwork

\n

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

\n

Panache

\n

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

\n

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

\n

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

\n

Elegant Maneuver

\n

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

\n

Master Duelist

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ruffian%20Practice.webp"} +{"_id":"BEMJgPn6JKghk2zh","name":"Inquisitor Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Inquisitor Technique

\n

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

\n

Whispers of the Force

\n

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

\n

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

\n

Mark of the Inquisitor

\n

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

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

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

\n

Sense Force

\n

Beginning at 7th level, you can use your action to gain the benefits of the force sight force power until the end of your next turn.

\n

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

\n

Force Resistance

\n

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

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

Inquisitor's Wrath

\n

At 15th level, you can cast the force suppression and sever force force powers at 3rd level against the target of your Ranger's Quarry without expending tech points. If they are within 30 feet of you, you have advantage on the forcecasting ability check for these powers.

\n

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

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

Path of Tenacity

\n

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

\n

Protector

\n

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

\n

Kinetic Ward

\n

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

\n

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

\n

Kinetic Bulwark

\n

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

\n

Indomitable

\n

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

\n

Additionally, if allies within 5 feet of you are gaining the benefit of your saber ward force power, they also gain the benefit of this feature.

\n

Kinetic Bastion

\n

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

\n

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

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

Totem Specialist

\n

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

\n

Bonus Proficiencies

\n

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

\n

Totem Creation

\n

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

\n

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

\n

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

\n

Totem Options

\n

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

\n

Totem of the Acklay

\n

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

\n

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

\n

Totem of the Hawk

\n

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

\n

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

\n

Totem of the Loth-Wolf

\n

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

\n

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

\n

Totem of the Rancor

\n

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

\n

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

\n

Totem of the Sarlacc

\n

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

\n

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

\n

Totem of the Vornskr

\n

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

\n

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

\n

Totemic Might

\n

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

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

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

\n

Guardian Spirit

\n

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

\n

Primal Avatar

\n

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

\n

Spirit Guide

\n

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

\n

Blessing of the Tree of Light

\n

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

"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"core":{"sourceId":"Item.oDxtC4DxzCWQ5Naq"}},"img":"systems/sw5e/packs/Icons/Archetypes/Totem%20Specialist.webp","effects":[],"_id":"CRRgJPKHIHD72CEt"} +{"_id":"ECxUMB1p8nu6WAGL","name":"Form III: Soresu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form III: Soresu

\n

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

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Defense, Shielding, or Sentinel Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Mynock

\n

Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the saber ward power. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the saber reflect force power. You can only take one reaction per turn.

\n

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

\n

Channel the Force

\n

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

\n

Advancing Defender

\n

When you cast the saber reflect power, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.

\n

Circle of Shelter

\n

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

\n

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

\n

Stand Against the Tide

\n

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

\n

Master of Resilience

\n

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

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When you use the saber reflect force power, you can make a single melee attack on an enemy within 5ft of you as a part of that same reaction.
  • \n
  • You have advantage on Dexterity saving throws, as do your allies within 30 feet of you.
  • \n
\n

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

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

Slayer Technique

\n

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

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Slayer's Pride

\n

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

\n

Mark of the Slayer

\n

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

\n

Supernatural Defense

\n

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

\n

Nemesis

\n

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

\n

Slayer's Counter

\n

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

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

Mastermind Technique

\n

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

\n

Instinctive Combatant

\n

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

\n

Mark of the Meticulous

\n

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

\n

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

\n

Adaptive Techie

\n

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

\n

Emergency Planning

\n

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

\n

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

\n

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

\n

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

\n

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

\n

Exploit Weakness

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Mastermind%20Technique.webp"} +{"_id":"EipqN28Px01dBfmH","name":"Stalker Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Stalker Technique

\n

Some Scouts become consumed by the thrill of the hunt. Only heard and never seen they revel in the violence of battle. Followers of the Stalker Technique hone their abilities to track others utilizing a variety of techniques: camouflage, infiltration, surveillance, and target acquisition.

\n

Accomplished Ambusher

\n

When you choose this technique at 3rd level, when you take the Attack action against a creature that is surprised, you can make one additional attack against that creature as a part of that action.

\n

Mark of the Stalker

\n

Also at 3rd level, while you are hidden from the target of your Ranger's Quarry feature, the first attack roll you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target's Wisdom (Perception) check. On a success, you remain hidden. If you are less than 30 feet from your target, the Dexterity (Stealth) check is made with disadvantage.

\n

Concealment

\n

Beginning at 7th level, you've become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

\n

Additionally, when you hit a creature with a ranged weapon attack while hidden, you can force that creature to make a Dexterity saving throw against your tech save DC. On a failed save, the creature's speed is reduced to 0 until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a short or long rest.

\n

Stalker's Flurry

\n

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

\n

Stalker's Dodge

\n

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Stalker%20Technique.webp"} +{"_id":"F3eJbFw1kKde9Zg9","name":"Artificer Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Artificer Engineering

Those engineers who choose the Artificer Engineering discipline focus on building and modifying lightsabers, while tapping into the latent presence of the Force in these lightsaber crystals.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in artificer's tools, and with the lightsaber simple lightweapon. Additionally, when you engage in crafting with artificer's tools, the rate at which you craft doubles.

Modified Lightsaber

Also at 3rd level, you learn to modify an unenhanced lightsaber utilizing your artificer knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the lightsaber in order to modify it. You must have the lightsaber, materials, and artificer's tools in order to perform this modification.

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

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

At 9th level, you can maintain two different modified lightsabers. The total modification slots are split across the two items.

Force Resonance

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

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

Kyber Knowledge

Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer class table.

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

Disruptive Resonance

At 14th level, when you hit a creature that is concentrating on a power with your modified lightsaber, the creature has disadvantage on the Constitution saving throw to maintain concentration. Additionally, on a failed save, the creature immediately takes psychic damage equal to your engineer level + your Intelligence modifier.

Resonating Recovery

Starting at 18th level, once per turn, when you reduce a hostile creature to 0 hit points, you regain a use of your Potent Aptitude. Your number of Potent Aptitude uses can not exceed your Intelligence modifier.

Artificer Modifications

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

Additonal Beam Port

You install a second beam port into your modified lightsaber. Your modified lightsaber gains the double (1d8) property. You can only benefit from this property while wielding your modified lightsaber with two hands.

Adegan Crystal

Prerequisite: 5th level You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.

Advanced Blastsaber

Prerequisite: 15th level Prerequisite: Prototype Blastsaber You further fine tune your blastsaber. As an action, you can disable a single electronic device not being worn or held by another creature within 5 feet of you. The device is then disabled until it is rebooted.

Additionally, when you activate this conversion to alter the properties of your lightweapon, you create a projected barrier of ion energy in a 10-foot-radius sphere around you until the start of your next turn. Hostile creatures treat this area as difficult terrain. When a hostile creature enters the shielded area or starts its turn there, that creature takes 3d4 ion damage. Any electronics not being worn or held within the barrier's radius are disabled until rebooted.

Advanced Brightsaber

Prerequisite: 15th level Prerequisite: Prototype Brightsaber You further fine tune your brightsaber. While activated, your modified lightsaber's bright light now automatically dispels illusions and can detect invisibility, as with truesight.

Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to blind your target, it makes the saving throw with disadvantage.

Advanced Disruptorsaber

Prerequisite: 15th level Prerequisite: Prototype Disruptorsaber You further fine tune your disruptorsaber. While activated, your modified lightsaber lightly obscures the area within 5 feet of it.

Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to knock your target prone, the next saving throw you make before the end of your next turn has advantage.

Barrier

Prerequisite: 5th level On your turn, when you make an attack roll with your modified lightsaber, you can choose to forgo your proficiency bonus. If you do, you can use your reaction to erect a temporary barrier that lasts until the start of your next turn. While the barrier is activated, you have a bonus to AC against the first attack roll made against you equal to your proficiency bonus.

Beam Gem Lens

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

Biometric Safety Measures

A security system is installed into the hilt of your lightweapon. When a creature other than you attempts to activate your lightweapon, the activation fails. Additionally, the creature attempting to activate must make on a Constitution saving throw or take lightning damage equal to engineer level, and become shocked until the start of its next turn. On a successful save the creature takes half damage and is not shocked. Regardless of success or failure, the creature drops your modified lightsaber.

Blastsaber Conversion

Incompatible with other conversions You heavily modify your lightweapon to allow you to make a ranged weapon attack. With this modification, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 energy damage.

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to ion.

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

Brightsaber Conversion

Incompatible with other conversions You modify your lightweapon, giving it a brigher glow. While activated, your modified lightsaber sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to fire.

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

Burn Through

When you score a critical hit with your modified lightsaber, you have advantage on the next attack roll you make against that creature.

Comfortable Handle

You make minor modifications to the ergonomics of your modified saber's hilt. Your modified lightsaber gains the finesse property.

Crossguard

You add an energy guard at the base of your modified lightsaber's blade. While wielding your modified lightsaber, you gain a +1 bonus to your armor class against melee weapon attacks.

Disruptorsaber Conversion

Incompatible with other conversions You modify your lightweapon, causing it to eminate a sickly green light. Your modified lightsaber loses the luminous property.

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to acid.

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

Extended Beam

You install a series of beam focusing amplifiers into your modified lightsaber. Your modified lightsaber gains the reach property.

Greatsaber Array

You augment the configuration of your modified lightsaber. Your modified lightsaber gains the two-handed property, and it's damage die increases to 1d12.

Intense Beam

Prerequisite: 11th level Prerequisite: Burn Through Your modified lightsaber now scores a critical hit on a roll of 19 or 20.

Magnetic-Lock Grip

You insert a series of magnetically charged grips into your modified lightsaber's hilt. While wielding your modified lightsaber, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.

Prototype Blastsaber

Prerequisite: 7th level Prerequisite: Blastsaber Conversion You fine tune your blastsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to cause your modified lightsaber to let loose a burst of energy. Creatures other than yourself within 5 feet of the target creature must succeed on a Dexterity saving throw. On a failed save, they take ion damage equal to your Intelligence modifier.

Prototype Brightsaber

Prerequisite: 7th level Prerequisite: Brightsaber Conversion You fine tune your brightsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to blind the target of the attack. The creature must succeed on a Constitution saving throw or be blinded.

Prototype Disruptorsaber

Prerequisite: 7th level Prerequisite: Disruptorsaber Conversion You fine tune your disruptorsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to knock the target of your attack prone. The creature must make a Strength saving throw or be knocked prone.

Returning Weapon

You install a retractible chain in the hilt of your modified lightsaber. Your modified lightsaber gains the thrown property with a range of 20/60, and when you throw the weapon, it immediately returns to your hand.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Tech-caster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"arti","mode":"+","targetSpecific":false,"id":1,"itemId":"F3eJbFw1kKde9Zg9","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightsabers","mode":"+","targetSpecific":false,"id":2,"itemId":"F3eJbFw1kKde9Zg9","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Artificer%20Engineering.webp"} +{"_id":"FLN1Vqb53UECBMVu","name":"Way of the Sage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of the Sage

\n

The rejuvenating power of the Force is incredible, and the consular is the master of this usage. Those consulars who follow the Way of the Sage assist with an array of healing powers that grant allies the strength to continue through even the harshest of encounters. Separated from the heart of the fray, the sage can be an unfailing warden to those in need.

\n

Disciple of Life

\n

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

\n

Additionally, whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

\n

Preserve Life

\n

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

\n

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

\n

Blessed Healer

\n

Beginning at 10th level, the healing powers you cast on others heal you as well. When you cast a force power that restores hit points to a creature other than you, you regain hit points equal to 2 + the power's level.

\n

Blessed by the Force

\n

At 14th level you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

\n

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

\n

Supreme Healing

\n

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20the%20Sage.webp"} +{"_id":"Fo2ZNwCWXfWuDJji","name":"Marauder Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Marauder Approach

\n

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

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n
\n

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

\n
\n

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

\n
\n

Furious Force

\n

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

\n

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

\n
Marauder Approach Forcecasting
\n

Reckless Power

\n

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

\n

Powerful Presence

\n

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

\n

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

\n

Force Storm

\n

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

\n

The Marauder Approach

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LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th541st
5th651st
6th761st
7th872nd
8th982nd
9th1092nd
10th11102nd
11th12112nd
12th13122nd
13th14133rd
14th15143rd
15th16153rd
16th17163rd
17th18174th
18th18184th
19th19194th
20th19204th
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Marauder%20Approach.webp"} +{"_id":"G1F7NBAvLma5Aot4","name":"Lethality Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Lethality Practice

\n

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

\n

Bonus Proficiencies

\n

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

\n

Assassinate

\n

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

\n

Lethal Strikes

\n

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

\n

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

\n

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

\n

Priming Attack

\n

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

\n

Target Assessment

\n

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

\n
    \n
  • Highest ability score
  • \n
  • Lowest ability score
  • \n
  • Strongest saving throw
  • \n
  • Weakest saving throw
  • \n
\n

Vulnerable Strike

\n

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

\n

Poisoner

\n

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

\n

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

\n

Impostor

\n

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

\n

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

\n

Death Strike

\n

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

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

Gunslinger Practice

\n

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

\n

Dive For Cover

\n

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

\n

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

\n

Trick Shooter

\n

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

\n

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

\n

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

\n

Blinding Shot

\n

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

\n

Brutal Shot

\n

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

\n

Hampering Shot

\n

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

\n

Spinning Flourish

\n

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

\n

Ricochet Shot

\n

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

\n

Quickdraw

\n

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

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gunslinger%20Practice.webp"} +{"_id":"Iu4lcoPb7S2tLZ8w","name":"Teräs Käsi Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Teräs Käsi Order

\n

Monks of the Teräs Käsi Order are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate focus to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

\n

Open Hand Technique

\n

Beginning when you choose this order at 3rd level, you can manipulate your enemy's focus when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

\n
    \n
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • \n
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • \n
  • It can't take reactions until the end of your next turn.
  • \n
\n

Wholeness of Body

\n

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level.

\n

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

\n

Tranquility

\n

Starting at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary force power that lasts until the start of your next long rest (the power can end early as normal). The saving throw DC for the power equals your focus save DC.

\n

Quivering Palm

\n

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 focus points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same planet. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

\n

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly (no action required).

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg"} +{"_id":"KDx2Pjxk4RZQD05d","name":"Unstable Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Experimental Engineering

\n

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

\n

Bonus Proficiencies

\n

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

\n

Modified Tinkercannon

\n

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

\n

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

\n

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

\n

Unstable Volley

\n

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

\n

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

\n

Creative Destruction

\n

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

\n

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

\n

Experimental Overrides

\n

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

\n

Engineering Bombardment

\n

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

\n

Experimental Engineering Surge

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

Disabling Practice

\n

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

\n

Clinch Strike

\n

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

\n
    \n
  • Your unarmed strikes use a d4 for damage.
  • \n
  • You can deal Sneak Attack damage when making an unarmed strike. Additionally, you don't need advantage on your unarmed attack roll to use your Sneak Attack if the target of your Sneak Attack is a creature grappled by you. All the other rules for the Sneak Attack class feature still apply to you.
  • \n
  • You can use the bonus action granted by your Cunning Action to make an unarmed strike against a creature you are grappling.
  • \n
\n

Skilled Grappler

\n

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

\n

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

\n

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

\n

Constrict

\n

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

\n

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

\n

Disarm

\n

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

\n

Hip Toss

\n

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

\n

Human Shield

\n

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

\n

Kiss the Wall

\n

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

\n

Neck Snap

\n

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

\n

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

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

Hunter Technique

\n

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

\n

Hunter's Prey

\n

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

\n

Colossus Slayer

\n

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

\n

Giant Killer

\n

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

\n

Horde Breaker

\n

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

\n

Mark of the Hunter

\n

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

\n

Defensive Tactics

\n

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

\n

Escape the Horde

\n

Opportunity attacks against you are made with disadvantage.

\n

Multiattack Defense

\n

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

\n

Steel Will

\n

You have advantage on saving throws against being frightened.

\n

Multiattack

\n

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

\n

Volley

\n

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

\n

Whirlwind Attack

\n

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

\n

Superior Hunter's Defense

\n

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

\n

Evasion

\n

When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stand Against the Tide

\n

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

\n

Uncanny Dodge

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Hunter%20Technique.webp"} +{"_id":"Lz0gdQ5ou3k5E7Fo","name":"Way of Confluence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Confluence

\n

The Force binds us, creating an intangible bridge connecting all living things. Those consulars who follow the Way of Confluence master this power, manipulating those connections to both sustain and torment.

\n

Manipulate Life Force

\n

Starting when you choose this tradition at 3rd level, when you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Empowered Connection

\n

At 6th level, while you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) to any damage or healing you do with force powers that doesn't already include that modifier.

\n

Life Eternal

\n

Beginning at 10th level, you can use your powerful connection to the Force to keep fighting when others would fall. When you are reduced to 0 hit points but not killed outright, you can spend 5 force points to drop to 1 hit point instead.

\n

Interconnectedness

\n

At 14th level, when you cast a 5th level or lower force power that deals damage or restores hit points and targets only one creature, the power can instead target two creatures within range and within 5 feet of each other.

\n

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

\n

Dynamic Attachment

\n

Starting at 18th level, while you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Confluence.webp"} +{"_id":"Mbe9qsurpJ0mb4F2","name":"Armstech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Armstech Engineering

Those engineers who choose the Armstech Engineeering discipline focus on the skill of constructing and modifying blasters and vibroweapons.

Bonus Proficiencies

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

Modified Weaponry

Also at 3rd level, you learn to modify one unenhanced weapon with which you are proficient utilizing your armstech experience. Over the course of a long rest, you can expend materials equal to half the cost of a weapon in order to modify it. You must have the weapon, materials, and armstech's tools in order to perform this modification.

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

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

At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots as shown in the Modification Slots column of the engineer class table.

Close Call

Lastly at 3rd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.

Armstech's Strike

Beginning at 6th level, once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon's damage.

The damage increases to 2d6 at 11th level and 3d6 at 17th level.

Targeting Matrix

At 14th level, when you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one.

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

Armstech's Salvo

Starting at 18th level, when you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.

Armstech Modifications

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

Accuracy Focus

Prerequisite: 5th level, Blaster You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Amplifying Barrel

Prerequisite: 5th level, Blaster You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Bayonet

Prerequisite: Blaster You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.

Burst Core

Prerequisite: Blaster Your weapon gains the burst property, with a burst number equal to its reload number.

Booming Strikes

Prerequisite: 7th level You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Celerity Oscillator

Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can't make opportunity attacks against you for the rest of your turn.

Collapsible Frame

Prerequisite: Vibroweapon You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.

Contoured Grip

Prerequisite: 5th level, Vibroweapon You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Expanded Magazine

Prerequisite: Blaster Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can't use this feature again until you reload the weapon with an action.

Flashlight

You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.

Harpoon Reel

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

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

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

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

Imbue Weapon

Prerequisite: 9th level You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power's normal effects.

Improved Burst Core

Prerequisite: 9th level Prerequisite: Burst Core Your weapon's burst number is reduced to half its reload number.

Integrated Magazine

Prerequisite: Expanded Magazine Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can't use this feature again until you reload the weapon with an action.

Jagged Oscillator

Prerequisite: Vibroweapon When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.

Keen Oscillator

Prerequisite: 5th level Prerequisite: Jagged Oscillator Your weapon now scores a critical hit on a roll of 19 or 20.

Neutronium Edge

Prerequisite: 5th level, Vibroweapon You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Overcharge Weapon

Prerequisite: 11th level Prerequisite: Booming Strikes You gain the ability to channel your tech power to enhance your weapon's damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.

Power Loop

Prerequisite: 7th level When you hit with the weapon, you can choose channel the energy generated, gaining temporary hit points equal to half the damage dealt.

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

Recoil Dampener

Prerequisite: Blaster with the strength property You install a recoil dampener in your modified blaster, removing the strength property from it.

Returning Weapon Guard

Prerequisite: Vibroweapon You install a retractible chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.

Screening Weapon

You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.

Siege Weapon

You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.

Shock Absorber

You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power's extra damage applies to both melee and ranged weapon attacks.

Shock Harpoon

Prerequisite: 9th level Prerequisite: Harpoon Reel After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target as if you were standing in the

target's space. If the power requires a saving throw, the target has disadvantage.

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

Shocking Oscillator

Prerequisite: 9th level, Vibroweapon When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.

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

Snap Fire

Prerequisite: 9th level, Blaster You modify your modified blaster weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.

Stabilizer Cell

Prerequisite: Vibroweapon with the dexterity property You install a stabilizer cell in your modified vibroweapon, removing the dexterity property from it.

Staggering Oscillator

Prerequisite: Vibroweapon When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.

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

Tracker

Prerequisite: 5th level You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As an action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.

The tracker regains all expended charges after a long rest.

Truelight

Prerequisite: 11th level Prerequisite: Flashlight When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.

Venomous Oscillator

Prerequisite: 9th level, Vibroweapon As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"arms","mode":"+","targetSpecific":false,"id":1,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"martial blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"martial vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Armstech%20Engineering.webp"} +{"_id":"MorU2Jy5yx77N9QO","name":"Kage Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kage Order

\n

Monks of the Kage Order, known as Kage warriors, have mastered fighting in darkness, using that which others fear as a weapon against them. Kage warriors learn tricks to create darkness where none exists, and learn to fight using their intuition rather than relying on sight.

\n

Intuitive Sight

\n

Beginning when you choose this order at 3rd level, you can no longer have disadvantage on attack rolls against targets within 10 feet of you due to not being able to see them. Additionally, you have advantage on Dexterity (Stealth) checks that rely on sound.

\n

Conjure Darkness

\n

Also at 3rd level, you learn to create a number of small explosive devices that create darkness. Over the course of a short or long rest, you can create a number of devices equal to your Wisdom or Charisma modifier (your choice). Your devices can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your devices. Your devices have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The devices create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of brigiht light dispells it.

\n

Disruptive Shock

\n

At 6th level, once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.

\n

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

\n

One With Darkness

\n

Starting at 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invis-ible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.

\n

Opportunist

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Kage%20Order.webp"} +{"_id":"N7iKTQc98TGrsg1t","name":"Augmented Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Augmented Approach

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech’s tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack.

\n

This unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

\n

Pressurised Limbs

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Twitchlock Actuators

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Support Enhancement

\n

At 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech’s tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.

\n

Body Sculpting

\n

You gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.

\n

Holdout Cavity

\n

You have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.

\n

Krykna Anchors

\n

You gain a climbing speed equal to your movement speed.

\n

Panspectral Optics

\n

You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Support Structure

\n

Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

More Machine than Man

\n

Starting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.

\n

Final Enhancement

\n

At 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech’s tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.

\n

Holoskin Emitters

\n

While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Hydraulic Overrides

\n

While you’re raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

\n

Integrated Boosters

\n

While raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Ysalamir Capacitor Mesh

\n

When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg"} +{"_id":"OPVska67MO0Zauct","name":"Trickster Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Trickster Order

\n

Monks of the Trickster Order embody the archetypal role of the \"trickster\"—one who seemingly bumbles their way into good fortune. They employ a unique fighting style composed of slips, trips, and falls to confuse and frustrate their enemies to no end. Whether your movements are actual foibles on your part or calculated strokes, they will surely leave others guessing long after your time is past.

\n

Bonus Proficiencies

\n

When you choose this tradition at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you make a Charisma (Performance) check, you gain a bonus to the check equal to half your Wisdom modifier (rounded down, minimum of +1) if it doesn't already include that modifier.

\n

Bumbling Technique

\n

Also at 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, creatures you hit can't make opportunity attacks against you, and your walking speed increases by 10 feet until the end of your turn.

\n

Clumsy Sway

\n

At 6th level, you can move in sudden, swaying ways. You gain the following benefits.

\n

Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

\n

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

\n

Luck of the Fool

\n

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.

\n

Comic Frenzy

\n

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Trickster%20Order.webp"} +{"_id":"OZ0ln6ZxQgdEUxoy","name":"Tactician Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Tactician Pursuit

\n

Tacticians study strategy and the ways of war. Those scholars who choose the Tactician Pursuit train themselves and their allies in combat maneuvers to deftly eliminate their foes through clever positioning, and fierce, timely attacks.

\n

Battle Proficiencies

\n

When you choose this pursuit at 3rd level, you gain proficiency in martial blasters and martial vibroweapons.

\n

Tactical Mastery

\n

Also at 3rd level, you learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.

\n

Additional Maneuvers

\n

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

\n

Bolster

\n

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

\n

Commander's Strike

\n

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

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

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

\n

Maneuvering Attack

\n

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

\n

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

\n

Pushing Attack

\n

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

\n

Riposte

\n

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

\n

Scholar's Parry

\n

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

\n

Targeted Attack

\n

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

\n

Trip Attack

\n

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

\n

Fire as One

\n

Beginning at 6th level, you can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.

\n

Battlefield Survey

\n

Starting at 9th level, you become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.

\n

All-Out Attack

\n

Once you've reached 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.

\n

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

\n

Discoveries (Tactician)

\n

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

\n

Commander's Armor

\n

Prerequisite: 5th level

\n

You gain proficiency in medium armor.

\n

Contingency Plan

\n

Prerequisite: 9th level

\n

When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.

\n

Fighting Style

\n

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

\n

Firing Command

\n

As a bonus action, you can take the Help action. Additionally, when you take the Help action, it has a range of 30 feet.

\n

Observant Leader

\n

You can add your Intelligence modifier to any Wisdom (Perception) skill checks you make.

\n

Studied Commander

\n

When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.

\n

Tactical Retreat

\n

When you take the Dash action, opportunity attacks made against you are made at disadvantage.

\n

Unbound Commander

\n

Prerequisite: 12th level

\n

You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Tactician%20Pursuit.webp"} +{"_id":"PCwepUZqHYlxr4T3","name":"Addicted Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Addicted Approach

\n

For some, the consumption of substances is the entirety of their life. For berserkers of the Addicted Approach, substances cause their fury to burn stronger and deeper, granting significant benefits.

\n

Slythmonger Savvy

\n

When you choose this approach at 3rd level, you gain proficiency in your choice of brewer’s kit or spicer’s kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.

\n

Freedom Through Slavery

\n

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

\n

Release the Beast

\n

At 6th level, while you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.

\n

Seeing Sound

\n

Starting at 10th level, while you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet.

\n

Fuel the Rampage

\n

At 14th level, while you are both raging and experiencing the high of a substance, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

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

Doctor Pursuit

\n

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

\n

Medical Practitioner

\n

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

\n

Remote Healer

\n

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

\n

Additional Maneuvers

\n

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

\n

Adrenaline Hit

\n

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

\n

Emergency Prescription

\n

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

\n

Enhancement Injection

\n

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

\n

Neuroblock

\n

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

\n

Reassure

\n

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

\n

Remove Toxins

\n

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

\n

Smelling Salts

\n

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

\n

Transfusion

\n

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

\n

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

\n

Weak Point Strike

\n

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

\n

Field Surgeon

\n

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

\n

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

\n

Resuscitate

\n

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

\n

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

\n

Panacea

\n

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

\n

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

\n

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

\n

Discoveries (Physician)

\n

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

\n

Advanced Remote Healer

\n

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

\n

Experimental Treatments

\n

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

\n

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

\n

From the Brink

\n

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

\n

Health Advisor

\n

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

\n

Patient Protector

\n

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

\n

Surgical Precision

\n

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

\n

Tend the Wounded

\n

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

\n

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

\n

Side Effects

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

Jal Shey Order

\n

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

\n

Mystical Erudition

\n

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

\n

You learn an additional language and an additional skill proficiency from the above list at 11th and 17th level.

\n

Extract Aspects

\n

Also at 3rd level, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can learn learn certain information about its capabilities. The GM tells you if the creature has two of the following characteristics of your choice:

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

Extort Truth

\n

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

\n

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

\n

Preternatural Counter

\n

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

\n

Mind of Mercury

\n

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

\n

Debilitating Barrage

\n

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

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

Juggernaut Approach

\n

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

\n

Armored Brute

\n

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

\n

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

\n

Unstoppable Force

\n

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

\n

Raging Bulwark

\n

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

\n

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

\n

Overwhelming Cleave

\n

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

\n

Relentless Assault

\n

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

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Juggernaut%20Approach.webp"} +{"_id":"RulD3rQZqDk5H0Pl","name":"Scrapper Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Scrapper Practice

\n

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

\n

Back Blast

\n

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

\n

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

\n

Upper Hand

\n

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

\n

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

\n

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

\n

Brutal Hit

\n

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

\n

Low Blow

\n

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

\n

Shank Shot

\n

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

\n

Sleight of Foot

\n

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

\n

Hostile Negotiations

\n

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

\n

Double Tap

\n

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

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

Tactical Specialist

\n

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

\n

Improved Combat Superiority

\n

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

\n

Additional Maneuvers

\n

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

\n

Additional Superiority Dice

\n

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

\n

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

\n

Student of War

\n

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

\n

Know Your Enemy

\n

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

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Constitution score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Fighter class levels (if any)
  • \n
\n

Signature Maneuver

\n

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

\n

Tactical Specialist Combat Superiority

\n

Relentless

\n

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

\n

Greater Signature Maneuver

\n

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

\n

The Tactical Specialist

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCombat SuperioritySuperiority DiceManeuvers Known
3rdd622
4thd622
5thd622
6thd622
7thd833
8thd833
9thd833
10thd833
11thd1034
12thd1034
13thd1034
14thd1034
15thd1245
16thd1245
17thd1245
18thd1245
19thd1245
20thd1245
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Tactical%20Specialist.webp"} +{"_id":"SsvsNMkJX1wW2rs6","name":"Gadgeteer Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Gadgeteer Engineering

\n

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

\n

Bonus Proficiencies

\n

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

\n

Gadgeteer Harness

\n

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

\n

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

\n

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

\n

Projected Barrier

\n

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

\n

Environmental Barrier

\n

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

\n

Physical Barrier

\n

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

\n

Versatile Direction

\n

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

\n

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

\n

Reinforced Barriers

\n

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

\n

Adaptive Barrier

\n

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

\n

Gadgeteer Contraptions

\n

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

\n

Advanced Grounding System

\n

Prerequisite: 13th level

\n

Prerequisite: Prototype Grounding System

\n

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

\n

Auto-Injection Regenerator

\n

Prerequisite: 5th level

\n

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

\n

Autothrusters

\n

Prerequisite: Jet Pack

\n

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

\n

Climbing Gloves

\n

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

\n

Darkvision Goggles

\n

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

\n

Extended Tank

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

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

\n

Flame Vents

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

You learn the flame sweep tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

\n

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

\n

Grounding System

\n

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

\n

Integrated Inhibitor

\n

Prerequisite: 5th level

\n

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

\n

Integrated Targeter

\n

Prerequisite: 5th level

\n

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

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

You can cast the override interface tech power at 5th level without spending tech points.

\n

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

\n

Jet Pack

\n

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

\n

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

\n

Mechanical Arm

\n

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

\n

You can choose this modification twice.

\n

Mimicker

\n

Prerequisite: 9th level

\n

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

\n

Miniaturized Hydraulics

\n

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

\n

Oil Spill

\n

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

\n

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

\n

Powered Grappling Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

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

\n

Prototype Grounding System

\n

Prerequisite: 9th level

\n

Prerequisite: Grounding System

\n

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

\n

Prototype Thruster

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

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

\n

Quick Start Engine

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

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

\n

Recycled Adrenals

\n

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

\n

Recycled Explosives

\n

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

\n

Recycled Stimpacs

\n

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

\n

Sentry Turret

\n

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

\n

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

\n

Shocking Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

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

\n

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

\n

Stealth Field Generator

\n

Prerequisite: 9th level

\n

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

\n

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

\n

Shocking Barrier

\n

Prerequisite: 5th level

\n

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

\n

Truesight Goggles

\n

Prerequisite: 11th level

\n

Prerequisite: Darkvision Goggles

\n

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

\n

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

\n

Weapon Integration

\n

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

\n

Wrist-Mounted Grappling Hook

\n

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

\n

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

\n

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

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gadgeteer%20Engineering.webp"} +{"_id":"TgUiU6MrAP7Xyj3H","name":"Sawbones Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Sawbones Practice

\n

Those operatives who choose the Sawbones Practice have studied the humanoid body on a more intimate level than other operatives. While others may know where best to stab in order to kill, you also know how to repair the wounds you inflict, as well as how to make them even deeper. You delve into the secrets of the body, learning as much medical knowledge as you can get your hands on, regardless of how dirty the work becomes.

\n

General Practice

\n

When you choose this practice at 3rd level, you gain proficiency in Medicine, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.

\n

Additionally, you can expend one use of a medkit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

\n

Debilitating Strike

\n

Also at 3rd level, you learn to apply your anatomical knowledge in direct combat, in order to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to hinder the creature, provided they have the appropiate physiology.

\n

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

\n

Debilitating Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n

Bleeding Wound

\n

You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target's turns, it loses 1d6 hit points and repeats this saving throw, ending the effect on a success. This damage can't be reduced in any way.

\n

Crippling Pain

\n

You attempt to cause cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of your next turn.

\n

Hampering Shot

\n

You attempt to hamper the target's movement. The target must make a Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Swift Surgery

\n

Beginning at 9th level, you know how to quickly patch up wounds, given the right tools. You are able to use a medkit or administer a medpac as a bonus action, and when you use a medkit to stabilize a dying creature, that creature also regains a number of hitpoints equal to your Intelligence modifier.

\n

Dosage Control

\n

Starting at 13th level, your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a medpac within reach. The medpac can now be used twice before it is consumed.

\n

At your DM's discretion, you may be able to use this feature on other pacs, stims, or adrenals, most likely involving an ability check to succeed.

\n

Self-Sustain

\n

At 17th level, you have advantage on death saving throws.

\n

Additionally, when you are stabilized, you regain 1 hit point. Once you've used this feature, you can't use it again until you finish a short or long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sawbones%20Practice.webp"} +{"_id":"UZCwqqLLp7IBjqku","name":"Politician Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Politician Pursuit

\n

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

\n

Silver Tongue

\n

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

\n

Motivating Diplomat

\n

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

\n

Additional Maneuvers

\n

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

\n

Call to Arms

\n

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

\n

Call the Guards

\n

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

\n

Charge

\n

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

\n

Encouraging Speech

\n

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

\n

Incite

\n

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

\n

Overwhelming Presence

\n

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

\n

Self-Preservation

\n

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

\n

Steady the Nerves

\n

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

\n

Tyrannical Strike

\n

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

\n

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

\n

Force of Personality

\n

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

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

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

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

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

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Reassemble

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

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

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Beguiling Presence

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

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Discoveries (Politician)

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

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Charming Feint

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

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Demanding Leader

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Prerequisite: 5th level

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

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Dominating Presence

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Prerequisite: 15th level

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

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

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

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Influencer

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Prerequisite: 5th level

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

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Reliable Words

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Prerequisite: 9th level

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

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Social Opportunist

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

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Tyrant's Ferocity

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

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Audiotech Engineering

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

Bonus Proficiencies

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

Modified Instrument

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

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

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

Potent Amplitude

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

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

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

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

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

Song of Battle

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

Song of Support

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

Song of Disruption

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

Concussive Blast

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

Smooth Rhythm

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

Legendary Coda

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

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

Battle Crescendo

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

Support Crescendo

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

Disruption Crescendo

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

Audiotech Modifications

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

Advanced Battle Enhancement

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

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

Advanced Disruption Enhancement

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

Advanced Support Enhancement

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

Battle Song Enhancement

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

Disruption Song Enhancement

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

Enthralling Performance

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

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

Finding My Way

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

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

Hypnotic Melody

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

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

Inaudible Casting

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

Long Range Noise

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

Magnifying Device

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

Overwhelming Soundwaves

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

Prototype Battle Enhancement

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

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

Prototype Disruption Enhancement

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

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

Prototype Support Enhancement

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

Restful Melody

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

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

Rush

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

Sharp Noise

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

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

Shock Mount

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

Simple Melodies

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

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

Sonar Pulse

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

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

Song Flow

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

Support Song Enhancement

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

Weapon Integration

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

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Demolitions Specialist

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

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Bonus Proficiencies

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

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Explosive Charge

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

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

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

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Cause and Effect

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

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Volatile Reflexes

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

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Backup Plans

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

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Bombard

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

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Path of Witchcraft

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

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Wild Power

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

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Beast Companion

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

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

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

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

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  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
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  • Your beast's level equals your sentinel level, and for each sentinel level you gain after 3rd, your beast companion gains an additional Hit Die and increases its hit points accordingly.
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  • Your beast has the proficiency bonus of a player character of the same level.
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  • Whenever you gain the Ability Score Improvement feature in this class, your beast's abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can't increase an ability score above 20 using this feature unless its description specifies otherwise.
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Additionally, while your beast companion is within 5 feet of you, you gain the following benefits:

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  • When you use a Force-Empowered Self option to increase your speed or armor class, you can instead grant this bonus to your beast companion.
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  • You and your beast companion can communicate telepathically, though your beast companion can only communicate in and understand simple concepts.
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This radius increases to 10 feet at 7th level, 20 feet at 13th level, and 30 feet at 18th level.

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Nature's Vigor

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

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  • You ignore difficult terrain caused by nature.
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  • You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
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  • You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM's discretion (no action required).
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Once you've used this feature, you must complete a short or long rest before you can use it again.

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Beastwarden

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

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  • When you cast a force power that targets only yourself, and your beast companion is within range, you can also target your beast companion with that power.
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  • If you have darkvision and your beast doesn't, your beast gains it with the same radius. If your beast has darkvision and you don't, you gain it with the same radius. If you both have darkvision, you both use the larger radius, which then increases by 30 feet.
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  • If you have advantage on Perception checks and your beast doesn't, your beast gains advantage on Perception checks. If your beast has advantage on Perception checks and you don't, you gain advantage on Perception checks. If you both have advantage on Perception checks, when either of you makes a Perception check with advantage, you can reroll one of the dice once.
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This radius increases to 30 feet at 18th level.

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Stormcaller

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

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  • You gain a flying speed equal to your walking speed.
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  • You have resistance to energy, lightning, and necrotic damage.
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  • Whenever a hostile creature enters this radius or starts its turn there, it takes 10 lightning damage.
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This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

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Generating Your Beast

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

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

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Beast Features

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All beasts share the following traits.

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Hit Points

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

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  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
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  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
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  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
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Features

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  • Armor Class: 10 + your beast's Dexterity modifier
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  • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
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  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
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  • Size: Tiny
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  • Speed: 20 ft.
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  • Type: Beast
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Bestial Traits

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The traits are presented in alphabetical order.

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Aerial

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

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Amphibious

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

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Burrower

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

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Charger

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

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Climber

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

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Darkvision

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

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Evasive

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

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Force Adept

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

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Force Resistance

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

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Force-Sensitive

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

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Grappler

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

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Heavy Hide

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Your beast companion's armor class becomes 14.

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Keen Hearing

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

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Keen Sight

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

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Keen Smell

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

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Light Hide

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

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Medium Hide

\n

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

\n

Natural Camouflage

\n

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

\n

Nimble Weapon

\n

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

\n

Pack Tactics

\n

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

\n

Pouncer

\n

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

\n

Powerful Build

\n

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

\n

Rampager

\n

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

\n

Ranged Weapon

\n

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

\n

Reach Weapon

\n

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

\n

Size: Huge

\n

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

\n

Size: Large

\n

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

\n

Size: Medium

\n

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

\n

Size: Small

\n

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

\n

Sturdy-Legged

\n

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

\n

Swift

\n

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

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

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

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

Ysannanite Form

\n

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

\n

Bonus Proficiencies

\n

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

\n

Fighting Style

\n

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

\n

The Way of the Yerdua

\n

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

\n

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

\n

Channel the Force

\n

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

\n

Force-Empowered Shots

\n

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

\n

Improved Force-Empowered Shots

\n

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

\n

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

\n

Phasestorm

\n

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

\n

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

\n

Master of the Unorthodox

\n

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

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • When you hit a creature with a ranged weapon attack, you have advantage on the next melee weapon attack you make against that creature. When you hit a creature with a melee weapon attack, you have advantage on the next ranged weapon attack you make against that creature.
  • \n
  • When you roll below half the maximum on a damage die. you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) in this way.
  • \n
"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.a7mbZGcgMqyXAhyy"}},"img":"systems/sw5e/packs/Icons/Archetypes/Ysannanite%20Form.webp","effects":[]} +{"_id":"Vtk1Pw4AILqZk27u","name":"Kyuzo Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kyuzo Order

\n

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

\n

Flurry of Throws

\n

When you choose this order at 3rd level, you've reached new heights at throwing weapons. When you take the Attack action and attack with a weapon with the thrown property, you can use your bonus action to make an additional attack with a weapon with the thrown property, or you can spend 1 focus point to make two attacks with weapons with the thrown property as a bonus action. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

\n

Intercept

\n

Also at 3rd level, you've learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with the thrown property with which you are proficient, and a creature within your weapon's normal range is hit by a ranged weapon attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

\n

Scattering Stance

\n

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

\n

Curved Throw

\n

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

\n

Relentless Assault

\n

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

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

Way of Suggestion

\n

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

\n

Subtle Control

\n

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

\n

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

\n

Out of Mind

\n

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

\n

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

\n

Delicate Potency

\n

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast cloud mind, dominate mind, mass coerce mind or dominate monster, you can choose to treat the power as if cast at your Max Power Level.

\n

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

\n

Delayed Effect

\n

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

\n

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

\n

Subtle Presence

\n

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

\n

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

\n

Cloak of Fright

\n

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

\n

Cloak of Invisibility

\n

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

\n

Cloak of Memory

\n

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

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Suggestion.webp"} +{"_id":"X3FsoSbXFXkvJvZO","name":"Path of Shadows","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Shadows

\n

In darkness, there is protection. Those sentinels who follow the Path of Shadows utilize a calculated plan, becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank.

\n

Dead Silence

\n

Starting when you choose this calling at 3rd level, you learn the psychic charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, their voice does not produce sound until the end of your next turn.

\n

Cloak of Shadows

\n

Also at 3rd level, you can take the Hide action as a bonus action on your turn. Additionally, you can try to hide when you are lightly obscured from the creature from which you are hiding.

\n

Shadow Strike

\n

At 7th level, you learn to strike from the shadows. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll.

\n

The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.

\n

Shadow Step

\n

By 13th level, you gain the ability to step from one shadow into another. While you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

\n

Shadow's Wrath

\n

At 18th level, your training has taught you advanced techniques while you maneuver in the shadows. While you are hidden from your target, the first attack roll you make each round does not auto-matically reveal your presence. Make a Dexterity (Stealth) check against your target's Wisdom (Perception) check. On a success, you remain hidden. If you are also invisible, you remain invisible.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Shadows.webp"} +{"_id":"XxG8t5Tr9agbjytr","name":"Brawling Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Brawling Approach

\n

Most berserkers require weapons. For berserkers of the Brawling Approach, however, everything is their weapon.

\n

Fists of Fury

\n

When you choose this approach at 3rd level, you’ve learned to hone your rage through your fists. You gain the following benefits:

\n
    \n
  • You are proficient with improvised weapons.
  • \n
  • Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
  • \n
  • When you attempt to shove or grapple a creature, or make an attack against a creature with an unarmed strike or an improvised weapon wielded in one hand on your turn, you can use your bonus action to make an additional attack, grapple, or shove against the same creature.
  • \n
\n

Reckless Strikes

\n

Also at 3rd level, while you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.

\n

Some of your reckless strikes require your target to make a saving throw to resist the reckless strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Reckless Strike save DC = 8 + your proficiency bonus + your Strength modifier

\n
\n

Bracing Strike

\n

You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.

\n

Punishing Strike

\n

Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.

\n

Staggering Strike

\n

Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it instead knocked prone.

\n

Shattering Strikes

\n

At 6th level, you rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

\n
    \n
  • Your unarmed strikes and improved weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
  • \n
  • Your unarmed strikes deal double damage against structures.
  • \n
\n

Stop Hitting Each Other

\n

Starting at 10th level, you can grapple creatures two sizes larger than you, instead of one.

\n

Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

\n

Enforcer

\n

At 14th level, when you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, you score a critical hit on a roll of 19 or 20. Additionally, on a hit, you deal the maximum instead of rolling.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Brawling%20Approach.webp"} +{"_id":"Y1JjyA1CuOSRCjAb","name":"Way of Endurance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Endurance

\n

The Force manifests in myriad ways; while some use the Force to manipulate the world around them, others use it to enhance themselves. Those consulars who follow the Way of Endurance channel the Force to allow them to overcome and reflect the most grievous of injuries.

\n

Upheld by the Force

\n

Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

\n
    \n
  • Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
  • \n
  • Your base AC becomes 13 + your Constitution modifier.
  • \n
  • When you make a melee weapon attack as a part of a force power you cast, you can use Wisdom or Charisma (your choice) instead of Strength for the attack and damage rolls.
  • \n
\n

Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

\n

Retaliation Strike

\n

At 6th level, you learn to turn an opponent's aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon's damage.

\n

This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

\n

Boundless Vitality

\n

Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.

\n

This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.

\n

Unrelenting Resilience

\n

At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

\n

Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

\n

The Force Unleashed

\n

Starting at 18th level, as an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your universal force save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.

\n

For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Endurance.webp"} +{"_id":"YByrgf4R9lfeVVBQ","name":"Sharpshooter Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Sharpshooter Practice

\n

Those operatives who choose the Sharpshooter Practice are bringers of death. Striking from a safe distance, the Sharpshooter uses precision shooting to control the battlefield and bring targets down quickly.

\n

Assume the Position

\n

Beginning at 3rd level, you don't need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. In addition, standing up from prone now only costs 5 feet of movement.

\n

Additionally, you gain proficiency with two martial blasters of your choice.

\n

Place Shot

\n

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

\n

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

\n

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

\n

Disarming Shot

\n

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

\n

Penetrating Shot

\n

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

\n

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

\n

Suppressive Shot

\n

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

\n

Head Shot

\n

At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.

\n

Additionally, any hit you score against a creature that is surprised is a critical hit.

\n

Distracting Shot

\n

Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon's normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon's normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

\n

Double Tap

\n

At 17th level, you've learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sharpshooter%20Practice.webp"} +{"_id":"ZDNCB88TzeMFGY6i","name":"Deadeye Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Deadeye Technique

\n

Some scouts becomes legends written in blaster burns. Followers of the Deadeye Technique the art of the blaster shot and utilize their incredible focus to make shots that most would deem impossible. When everything depends on one shot, you want a Deadeye pulling the trigger.

\n

Due to their uncanny focus, Deadeyes can make shots that other marksmen would never dare to attempt. Deadeyes know how to make the most of ranged weapons and can use them to greater effect than other Scouts.

\n

Focused Superiority

\n

When you choose this technique at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You know two maneuvers of your choice, which are detailed under \"Maneuvers\" below, and you earn more at higher levels, as shown in the Maneuvers Known column of the Deadeye Technique Focused Superiority table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d6s, and you earn more at higher levels, as shown in the Superiority Dice column of the Deadeye Technique Focused Superiority table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

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Saving Throws

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

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

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Maneuvers

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The maneuvers are presented in alphabetical order.

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Crippling Shot

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When you hit a creature with a ranged weapon attack, you can expend a superiority die to cripple its movement. Add the number rolled to the damage of the ranged weapon attack. The creature must succeed on a Constitution saving throw or have its movement speed halved. At the end of each of its turns, the target can make a Constitution saving throw to end the effect.

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Daring Escape

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You can expend one superiority die to take the Disengage action as a bonus action until the end of your turn. Until the end of this turn, you have advantage on all Strength (Athletics) checks.

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Covering Fire

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

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

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Disarming Shot

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When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. Add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

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Distracting Shot

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

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Exploit Weakness

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When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

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Penetrating Shot

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When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose up to two creatures within 15 feet of and directly behind your initial target. If the original attack roll would hit the second creature(s), it takes damage equal to the number you roll on your superiority die.

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

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Precision Attack

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

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Return Fire

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

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Mark of the Deadeye

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Also at 3rd level, the range of your Ranger's Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger's Quarry, the normal and long range of your ranged weapons double.

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Cover to Cover

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

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Deadeye Technique Focused Superiority

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Shoot First

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Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.

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Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

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Overwatch

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At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.

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If your attack hits, either impose disadvantage on the enemy creature's opportunity attack roll or grant advantage to any allies making the saving throw.

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The Deadeye Technique

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LevelFocused SuperioritySuperiority DiceManeuvers Known
3rdd622
4thd622
5thd622
6thd622
7thd833
8thd833
9thd833
10thd833
11thd1034
12thd1034
13thd1034
14thd1034
15thd1245
16thd1245
17thd1245
18thd1245
19thd1245
20thd1245
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Astrotech Engineering

Those engineers who choose the Astrotech Engineering discipline focus on crafting and upgrading their droid companions.

Bonus Proficiencies

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

Droid Companion

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

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

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

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

  • The droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your droid acts on its own.
  • Your droid's level equals your engineer level, and for each engineer level you gain after 3rd, your droid companion gains an additional Hit Die and increases its hit points accordingly.
  • Your droid has the proficiency bonus of a player character of the same level.
  • Whenever you gain the Ability Score Improvement feature in this class, your droid's abilities also improve. Your droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to integrate it into your droid. Your droid must be proficient in armor in order to have it integrated.
  • Your droid is a valid target of the tracker droid interface tech power.

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

Potent Integration

Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

Coordinated Attack

Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

Droid Defense

At 14th level, while your droid can see you, it has advantage on all saving throws.

Superior Droid Defense

Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Generating Your Droid

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

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

Droid Features

All droids share the following features.

Resistances and Vulnerabilities

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

Traits

  • Creature Type: Droid
  • Armor Integration: Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech's tools. Your droid must be proficient in armor in order to have it integrated.

Class I Droid

Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.

As a class I droid, your droid companion has the following features.

Hit Points

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

Proficiencies

  • Armor: Light armor plating
  • Weapons: Simple blasters, simple vibroweapons
  • Tools: None
  • Languages: Class I droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • Saving Throws: Wisdom, Intelligence
  • Skills: Two Intelligence, Wisdom, or Charisma skills of your choice

Features

  • Size: Medium
  • Speed: 25 ft.

Class II Droid

Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II droids.

As a class II droid, your droid companion has the following features.

Hit Points

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

Proficiencies

  • Armor: Light armor, medium armor
  • Weapons: Simple blasters and simple vibroweapons with the light property
  • Tools: Your choice of demolition's kit, security kit, or slicer's kit
  • Languages: Class II droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • Saving Throws: Dexterity, Intelligence
  • Skills: Two of your choice

Features

  • Size: Small
  • Speed: 25 ft.

Class III Droid

Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.

As a class III droid, your droid companion has the following features.

Hit Points

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

Proficiencies

  • Armor: Light armor
  • Weapons: Simple blasters, simple vibroweapons
  • Tools: None
  • Languages: Class III droids can speak and understand all registered languages
  • Saving Throws: Wisdom, Charisma
  • Skills: None

Features

  • Size: Medium
  • Speed: 25 ft.

Class IV Droid

Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.

As a class IV droid, your droid companion has the following features.

Hit Points

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

Proficiencies

  • Armor: All armor
  • Weapons: All blasters, All vibroweapons
  • Tools: None
  • Languages: Class IV droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • Saving Throws: Strength, Dexterity
  • Skills: None

Features

  • Size: Medium
  • Speed: 30 ft.

Class V Droid

Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.

As a class V droid, your droid companion has the following features.

Hit Points

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

Proficiencies

  • Armor: Light armor, medium armor
  • Weapons: All vibroweapons, simple blasters
  • Tools: One set of artisan's tools
  • Languages: Class V droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • Saving Throws: Strength, Constitution
  • Skills: Athletics

Features

  • Size: Medium
  • Speed: 30 ft.

Astrotech Modifications

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

Advanced Power Core

Prerequisite: 7th level, d10 Hit Die You greatly improve the power core of your droid. Its Hit Die becomes a d12.

Alarm Protocol

You install an alarm module in your droid, granting the following benefits:

  • Your droid grants a +5 bonus to initiative to creatures within 5 feet of it.
  • You and your droid can't be surprised while your droid is conscious.

Analysis Protocol

Prerequisite: 7th level, Class I Droid Your droid can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your droid's turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:

  • When it analyzes a hostile creature, its attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use its Intelligence modifier instead of Strength or Dexterity.
  • When it analyzes a friendly creature, the target can end your droid's Analysis Protocol on them (no action required) to add half your droid's Intelligence modifier (rounded down, minimum of +1) to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.

Arm Cannons

You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.

Back-Up Protocol

Prerequisite: 7th level You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.

Once your droid uses this feature, it must finish a short or long rest before it can use it again.

Celerity Augment

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

You can choose this modification twice.

Charisma Chip

Prerequisite: Class III Droid You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can't use it again until it finishes a short or long rest.

Durability Module

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

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

Emergency Mode

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

Energy Shield

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

You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.

Expertise Protocol

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

False Combustion

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

Fighting Style Protocol

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

Flamethrower

You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the jet of flame tech power or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

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

Four-Armed Combatant

Prerequisite: Class IV Droid You install two additional arms to improve your droid's combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).

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

Heavy Plating

Prerequisite: Medium Armor proficiency Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead kinetic and energy damage that your droid takes from unenhanced weapons is reduced by an amount equal to its proficiency bonus.

Light Plating

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

Martial Protocol

Prerequisite: 7th level, Class IV Droid Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:

  • It learns two maneuvers of your choice from among those available to the fighter class. If a maneuver it uses requires its target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your droid's proficiency bonus + your droid's Strength or Dexterity modifier (your choice).
  • Your droid has two superiority dice, which are d4s. These dice are used to fuel its maneuvers. A superiority die is expended when your droid uses it. It regain all of its expended superiority dice when you finish a short or long rest.

Medium Plating

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

Memory Protocol

Prerequisite: Class I Droid Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.

Observant Protocol

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

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

Performance Protocol

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

  • Your droid has advantage on Charisma (Performance) checks.
  • Your droid can also use its bonus action to motivate an ally within 30 feet of it. Until the start of your droid's next turn, the ally can add the droid's Charisma modifier (minimum of +1) to the first attack roll, ability check, or saving throw they make. Your droid can use this feature a number of time equal to its Charisma modifier, and it regains all expended uses after it completes a long rest.

Powerful Droid

Prerequisite: Class V Droid Your droid count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Powerful Grip

Prerequisite: 7th level, Class V Droid When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).

Premium Power Core

You improve the power core of your droid. Its Hit Die becomes a d8.

Proficiency Protocol

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

Prototype Power Core

Prerequisite: d8 Hit Die You further improve the power core of your droid. Its Hit Die becomes a d10.

Repulsor Coil

Prerequisite: 7th level, Class II Droid You install repulsor coils in your droid's legs. Your droid gains a flying speed equal to its walking speed.

Sensor Augmentation

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

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

Stun Ray

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

You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.

Techcasting Protocol

Your droid learns two at-will tech powers, and one 1st-level tech power, which it casts at its lowest level. Once your droid casts it, your droid must finish a long rest before it can cast it again. Intelligence is your droid's techcasting ability for these powers. It does not require use of a wristpad for these powers.

Toughness Module

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

  • Your droid becomes proficient in Constitution saving throws. If it is already proficient, it becomes proficient in another saving throw of your choice.
  • Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
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Cyclone Approach

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The Cyclone Approach empowers the berserker’s ability to fight with weapons in each hand. Followers of this approach learn to move quickly to avoid attacks and can become a whirlwind of fury and steel, cleaving through hordes of enemies.

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Dual Wielder

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When you choose this approach at 3rd level, when you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.

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Double Swing

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Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

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Twisting Winds

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At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

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Mighty Leap

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Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

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Tornado

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At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

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

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Zoologist Pursuit

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

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Wilderness Expert

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

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Beast Companion

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

\n

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

\n

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

\n

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

\n
    \n
  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
  • \n
  • Your beast's level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.
  • \n
  • Your beast has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your beast's abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).
  • \n
\n

Additional Maneuvers

\n

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

\n

Loyal Bond

\n

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

\n

Go Get 'Em

\n

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

\n

Pin Down

\n

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

\n

Primal Endurance

\n

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

\n

Sic 'Em

\n

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

\n

Spine-Chilling Howls

\n

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

\n

Wild Senses

\n

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

\n

Vicious Hunting

\n

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

\n

Creature Comprehension

\n

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

\n

Feral Ferocity

\n

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

\n
    \n
  • Your beast has advantage on Strength checks and Strength saving throws if it is size Medium or larger.
  • \n
  • Your beast has advantage on Dexterity checks and Dexterity saving throws if it is size Small or smaller.
  • \n
  • When your hits with an attack, it deals bonus damage equal to your Intelligence modifier.
  • \n
  • Your beast has resistance to kinetic and energy damage.
  • \n
\n

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

\n

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

\n

Discoveries (Zoologist)

\n

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

\n

Advantageous Companion

\n

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

\n

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

\n

Colossal Companion

\n

Prerequisite: 15th level

\n

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

\n

Holocam Attachment

\n

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

\n

Neat Tricks

\n

Prerequisite: 5th level

\n

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

\n

Protective Friend

\n

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

\n

The More The Merrier

\n

Prerequisite: 7th level

\n

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

\n

Generating Your Beast

\n

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

\n

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

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

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

Proficiencies

\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

Features

\n
    \n
  • Armor Class: 10 + your beast's Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

Aerial

\n

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

\n

Amphibious

\n

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

\n

Burrower

\n

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

\n

Charger

\n

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

\n

Climber

\n

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

\n

Darkvision

\n

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

\n

Evasive

\n

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

\n

Force Adept

\n

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

\n

Force Resistance

\n

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

\n

Force Sensitive

\n

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

\n

Grappler

\n

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

\n

Heavy Hide

\n

Your beast companion's armor class becomes 14.

\n

Keen Hearing

\n

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

\n

Keen Sight

\n

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

\n

Keen Smell

\n

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

\n

Light Hide

\n

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

\n

Medium Hide

\n

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

\n

Natural Camouflage

\n

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

\n

Nimble Weapon

\n

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

\n

Pack Tactics

\n

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

\n

Pouncer

\n

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

\n

Powerful Build

\n

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

\n

Rampager

\n

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

\n

Ranged Weapon

\n

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

\n

Reach Weapon

\n

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

\n

Size: Huge

\n

Prerequisite: Size Large

\n

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

\n

Size: Large

\n

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

\n

Size: Medium

\n

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

\n

Size: Small

\n

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

\n

Sturdy-Legged

\n

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

\n

Swift

\n

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

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

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

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

Form I: Shii-Cho

\n

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

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Dueling, Equilibrium, or Two-Weapon Fighting Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Sarlaac

\n

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

\n

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

\n

Channel the Force

\n

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

\n

Disarming Slash

\n

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

\n

Unpredictable Motion

\n

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

\n

Sarlaac Sweep

\n

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

\n

Master of Determination

\n

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

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Attack rolls made against you can't have advantage.
  • \n
  • When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
  • \n
  • When you use your Sarlaac Sweep feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
  • \n
\n

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

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

Bloodstorm Approach

\n

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

\n

Furious Throw

\n

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

\n

Returning Attacks

\n

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

\n

Throw Anything

\n

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

\n

Fling People

\n

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

\n

Throw Friend

\n

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

\n

Throw Foe

\n

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

\n

Raging Whirlwind

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Bloodstorm%20Approach.webp"} +{"_id":"dY9gPH2vjYpS9onW","name":"Enhancement Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Enhancement Specialist

\n

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

\n

Studied Shooter

\n

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

\n

Special Ammunition

\n

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

\n

Ammunition Enhancements

\n

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

\n

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

\n

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

\n

Amplified Shots

\n

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

\n

Saving Throws

\n

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

\n

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

\n

Ammunition Enhancements

\n

The ammunition enhancements are presented in alphabetical order.

\n

Carbonite Shot

\n

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

\n

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

\n

Coercing Shot

\n

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

\n

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

\n

Explosive Shot

\n

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

\n

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

\n

Hallucinogen Shot

\n

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

\n

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

\n

Piercing Shot

\n

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

\n

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

\n

Quell Shot

\n

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

\n

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

\n

Seeking Shot

\n

You apply a tracing signal to your shot. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

\n

The kinetic damage increases to 2d6 when you reach 18th level in this class.

\n

Enhanced Shot

\n

Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Redirected Shot

\n

At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

\n

Ever-Ready Shot

\n

Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

\n

Ammunition Upgrades

\n

At 18th level, your ammunition enhancements improve.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Enhancement%20Specialist.webp"} +{"_id":"e1tObWwWnq5gt9zE","name":"Way of Lightning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Lightning

\n

Of all of the dark arts of the Force, little can match the spectacle and devastation of Force lightning. Those consulars who follow the Way of Lightning summon intense discharges of pure Force energy, overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable -- if not dead.

\n

Shocking Affinity

\n

When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power's saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Potent Lightning

\n

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage.

\n

Blistering Rebuke

\n

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn't moved or shocked.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Electric Attunement

\n

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

\n

Unlimited Power

\n

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage cannot be reduced in any way.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Lightning.webp"} +{"_id":"f6laKRexQAH7Oa3b","name":"Aing-Tii Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Aing-Tii Order

\n

Monks of the Aing-Tii Order blend an attunement to the Force with their supreme focus to become a blur of motion in the heat of battle.

\n

Forcecasting

\n

When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

Flow-Walking

\n

Also at 3rd level, you can cast the phasestrike force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

\n

Aing-Tii Order Forcecasting

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Focused Flurry

\n

At 6th level, when you use your action to cast an at-will force power, you can use your Martial Arts and Focus features.

\n

Prismatic Step

\n

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

\n

Iridescent Strikes

\n

Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed attacks against that creature as a bonus action.

\n

The Aing-Tii Order

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th541st
5th651st
6th761st
7th872nd
8th982nd
9th1092nd
10th11102nd
11th12112nd
12th13122nd
13th14133rd
14th15143rd
15th16153rd
16th17163rd
17th18174th
18th18184th
19th19194th
20th19204th
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Aing-Tii%20Order.webp"} +{"_id":"gbP89R34SpttnfPb","name":"Whills Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Whills Order

\n

Monks of the Whills Order hold the secrets of the Force sacred, and dedicate their lives to defending ancient knowledge of the Force and its artifacts. They master the use of ranged weapons, often crafting their own weapons in respectful admiration of the Jedi tradition of crafting lightweapons.

\n

Flurry of Light

\n

At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

\n
    \n
  • Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
  • \n
  • When you take the Attack action on your turn and attack with a Whills weapon, you can make one additional attack with that weapon as a bonus action, or you can spend 1 focus point to make two attacks with that weapon as a bonus action. You roll a d4 in place of the normal damage of your Whills weapon when attacking as a bonus action. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
  • \n
\n

The Force is With You

\n

At 6th level, as you channel the Force through you, you gain the following benefits:

\n
    \n
  • You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
  • \n
  • You can spend 1 focus point to ignore half cover with your Whills weapons. At 11th level, you can spend 2 focus points to ignore three quarters cover. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
  • \n
  • When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
  • \n
\n

One With the Force

\n

At 11th level, you learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your Wisdom or Charisma modifier (your choice, a minimum of one) within 30 feet of you when you were in this trance.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Guided Strikes

\n

At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Whills%20Order.webp"} +{"_id":"hJfD06NmantavchV","name":"Bulwark Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Bulwark Technique

\n

Some scouts find themselves far from civilization not to hunt, gather intelligence, or escape danger, but to venture forth simply to defend those unable to defend themselves. Followers of the Bulwark Technique make use of advanced technology to contain those that threaten the undeserving.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Personal Barrier

\n

When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.

\n

Additionally, for as long as your barrier has hit points, you gain the following benefits:

\n
    \n
  • You are considered proficient in Constitution saving throws for the purpose of maintaining concentration on tech powers.
  • \n
  • Hostile creatures that hit you with melee attacks take energy damage equal to your Intelligence modifier (minimum of 1).
  • \n
\n

Mark of the Bulwark

\n

Also at 3rd level, when the target of your Ranger's Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creatures takes bonus damage equal to your Ranger's Quarry Damage Die.

\n

Projected Barrier

\n

Beginning at 7th level, you've learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier's hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.

\n

Some Projected Barrier Effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

If your barrier's hit points are reduced to 0, any Projected Barrier features immediately end.

\n

Projected Sphere

\n

You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

Projected Maelstrom

\n

You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

This feature's damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).

\n

Projected Wave

\n

You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren't pushed.

\n

This feature's damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).

\n

Regenerative Shielding

\n

Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.

\n

Adaptive Barrier

\n

At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Bulwark%20Technique.webp"} +{"_id":"hlZPMF7NjGemaw66","name":"Ballistic Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Ballistic Approach

\n

For many, rushing an opponent with guns blazing is a last resort. For Berserkers of the Ballistic Approach, this isn't a last resort: it's the primary plan. Leading with a blaster and pure, unbridled rage, the berserker never lets an empty gun diminish their fury.

\n

Firestorm

\n

When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

\n
    \n
  • When making a ranged weapon attack while within 30 feet of your target, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • \n
  • When you use a blaster as an improvised weapon, you are considered proficient with it.
  • \n
\n

Explosive

\n

Also at 3rd level, while raging, you gain the following benefits:

\n
    \n
  • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • \n
  • You add your rage damage to damage rolls from ranged weapon attacks while within 30 feet of your target. You may only apply your rage damage to one target when you use the burst property.
  • \n
\n

Rampage

\n

At 6th level, while raging, when you deal damage with a blaster with which you are proficient while within 30 feet of your target, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

\n

Down, Not Out

\n

Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

\n

Brawn

\n

At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ballistic%20Approach.webp"} +{"_id":"huTTmKT9yzE89Go1","name":"Shield Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Shield Specialist

\n

Those fighters who choose to become Shield Specialists train to bolster those around them. They can inspire their allies with renewed vigor, lifting them to new heights, while simultaneously protecting them from harm.

\n

Techcasting

\n

When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Rallying Cry

\n

Beginning at 7th level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

\n

Shield Specialist Techcasting

\n

Inspiring Surge

\n

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

\n

Bulwark

\n

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

\n

Greater Inspiring Surge

\n

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

\n

The Shield Specialist

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd421st
4th421st
5th531st
6th531st
7th642nd
8th642nd
9th752nd
10th752nd
11th862nd
12th862nd
13th973rd
14th973rd
15th1083rd
16th1083rd
17th1194th
18th1194th
19th12104th
20th12104th
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shield%20Specialist.webp"} +{"_id":"i0AaMWBnSREQdQsg","name":"Form V: Shien/Djem So","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form V: Shien/Djem So

\n

Form V, also known as Perseverance Form, utilizes a force-enhanced strength to overwhelm opponents. Those guardians who focus on Shien/Djem So Form actively attempt to force an opening rather than waiting for the opportunity to present itself.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Defense, Sentinel, or Shielding Fighting Style options for Shien, or Dueling, Great Weapon Fighting, or Versatile Fighting Fighting Style options for Djem So, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Krayt Dragon

\n

Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

\n

Blade Barrier

\n

On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

\n

Falling Avalanche

\n

On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

\n

Determination

\n

At 7th level, you gain one of the following features. Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.

\n

Aggressive Negotiations

\n

When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn't already include that modifier.

\n

Reliable Vigor

\n

If your total for a Strength check or saving throw is less than your Guardian level, you can use that value in place of the total.

\n

Presence

\n

Starting at 15th level, you gain one of the following features. Choose Precise Reflection for Shien or Brutal Strikes for Djem So.

\n

Precise Reflection

\n

When you hit with an attack made by the saber reflect power, you can expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power's damage.

\n

Brutal Strikes

\n

The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

\n

Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.

\n

Master of Perseverance

\n

At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Once per turn, when you hit with a melee weapon attack using Strength, you can use your Force-Empowered Strikes feature at 1st-level without expending force points. You gain temporary hit points equal to the extra damage dealt.
  • \n
  • When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shien%20Djem%20So%20Form.webp"} +{"_id":"igjYYoVyL95UNC0c","name":"Nightsister Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Nightsister Order

\n

Monks of the Nightsister Order utilize an innate Force-sensitivity to commune with death. They learn to channel this power to drain the life of their foes to prolong their own existence. Males who join this order are called Nightbrothers.

\n

Ichor Lightning

\n

Beginning when you choose this order at 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged force attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is necrotic, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

\n

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 focus point to make the special attack twice as a bonus action.

\n

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

\n

When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your Wisdom or Charisma modifier + your monk level (your choice, minimum of one).

\n

Dark Magick

\n

At 6th level, you can use your action to force each creature within 30 feet of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.

\n

Mastery of Death

\n

Starting at 11th level, when you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.

\n

Spirit Blade Assault

\n

At 17th level, as an action, you conjure a blade of negative energy and strike one creature within 5 feet of you with it, expending 1 to 10 focus points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per focus point spent, or half as much on a successful one.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Nightsister%20Order.webp"} +{"_id":"jEXfkSLXZvy0BQG7","name":"Industrial Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Industrial Approach

\n

While some berserkers are content to surrender to their rage, others prefer a more tactful approach. Berserkers of the Industrial Approach augment their rage with the versatility of technology, adding elemental explosions to their already fearsome arsenal.

\n

Techcasting

\n

When you choose this approach at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your berserker level (rounded up), as shown in the Tech Points column of the Industrial Approach Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Industrial Approach Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Industrious Tech

\n

Also at 3rd level, you can cast tech powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from tech powers you cast. If a tech power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires an attack roll.

\n

Explosive Resilience

\n

At 6th level, once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.

\n

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

\n

Painkiller

\n

Starting at 10th level, whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level (rounded up) + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.

\n

Final Countdown

\n

At 14th level, when you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point. If you do so, each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 10 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.

\n

Industrial Approach Techcasting

\n

The Industrial Approach

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd421st
4th421st
5th531st
6th531st
7th642nd
8th642nd
9th752nd
10th752nd
11th862nd
12th862nd
13th973rd
14th973rd
15th1083rd
16th1083rd
17th1194th
18th1194th
19th12104th
20th12104th
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Industrial%20Approach.webp"} +{"_id":"jTIquPrCJE4cdUTt","name":"Chef Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Chef Pursuit

\n

Without it empires fall, armies dissolve into nothingness, and species are forgotten with the passage of time. A favored tool of assassins, crime lords, and moguls: food. Those scholars who choose the Chef Pursuit know the importance and power that food carries.

\n

Culinary Knowledge

\n

When you choose this pursuit at 3rd level, you gain proficiency with chef's kits and your choice of Nature or Survival skills.

\n

Emergency Supplements

\n

Also at 3rd level, you are prepared to assist allies with specially prepared, instantly effective supplements. When an ally is the target of your Critical Analysis feature and within 5 feet of you, you may expend a superiority die and give that ally the benefits of any maneuver exclusive to the Chef Pursuit, regardless of whether or not you've chosen it.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the culinary arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

You may only perform one maneuver that is used during a long or short rest at a time.

\n

Allergens

\n

As a bonus action while preparing or touching food, you may expend a superiority die and add to it an irritating allergen. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts half the result of your superiority die (rounded down, minimum of one) from the first ability check, attack roll, or saving throws it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n

Brain Food

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary force or tech points (their choice) equal to the number you roll on the superiority die. When an affected creature casts a force or tech power, the temporary force or tech points are spent first. An affected target can only benefit from one source of temporary force or tech points at a time, and they last until they're depleted or until the affected target completes their next short or long rest. This maneuver has no effect on droids or constructs.

\n

Debilitants

\n

As a bonus action when preparing or touching food, you may expend a superiority die and add to it a subtle poison. Any creature that consumes this food must make a Constitution saving throw. On a failed save, their hit point maximum is reduced by an amount equal to twice the number rolled on your superiority die + your Intelligence modifier. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n

Energizers

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature has their walking speed increased by 10 until the end of their next short or long rest. This maneuver has no effect on droids or constructs.

\n

Enhancers

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to a damage roll that would affect only one target. This maneuver has no effect on droids or constructs.

\n

Health Food

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary hit points equal to twice the number you roll on the superiority die. This maneuver has no effect on droids or constructs.

\n

Muscle Relaxants

\n

As a bonus action while preparing or touching food, you may expend a superiority die and add to it a fast acting muscle relaxant. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts the result of your superiority die from the first damage roll it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n

Supplements

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to one ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. This maneuver has no effect on droids or constructs.

\n

Vitamins

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains proficiency in Constitution saving throws until the end of their next short or long rest. If a creature was already proficient in Constitution saving throws, they instead become proficient in a saving throw of your choice. This maneuver has no effect on droids or constructs.

\n

Balanced Diet

\n

Beginning at 6th level, your cooking is so nutritionally balanced that it allows allies to stave off the effects of continued rigorous activity. Creatures of your choice who eat food prepared by you have advantage on Constitution saving throws to avoid Exhaustion, as described in chapter 8, until the end of their next long rest.

\n

Comfort Food

\n

Starting at 9th level, if you or any friendly creatures who have consumed food you prepared during a short rest regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

\n

Heroes' Feast

\n

Once you've reached 17th level, you have developed a signature feast that is the purest distillation of your knowledge and talent as a chef.

\n

Over the course of a long rest, you can expend rare culinary supplies worth 1,000 cr to create your feast, which can feed a number of creatures equal to twice your Intelligence modifier. Any creature partaking in the feast gains the following benefits:

\n
    \n
  • It is cured of all poisons and disease, and becomes immune to poison and disease.
  • \n
  • It makes Wisdom saving throws to avoid being frightened with advantage.
  • \n
  • Its hit point maximum and current hit points increase by 2d10.
  • \n
\n

These benefits last until the end of the creature's next long rest or 24 hours have passed. This feature has no effect on droids or constructs.

\n

Discoveries (Chef)

\n

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the culinary arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Alternative Fuel

\n

Any of your chef features, maneuvers, or discoveries can now effect droids and constructs.

\n

Banquet

\n

Prerequisite: 17th level, Full Course

\n

Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of four).

\n

Filling Meal

\n

Prerequisite: 7th level

\n

Over the course of a long or short rest, you may utilize up to two different maneuvers from this archetype, rather than one.

\n

Full Course

\n

Prerequisite: 12th level, Filling Meal

\n

Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of three).

\n

On the Rocks

\n

Any food you prepare over a short or long rest carries with it an additional cooling effect. Creatures that consume it are considered adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide, until the end of the creature's next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes fire damage before the end of their next short or long rest, they are considered resistant to the damage.

\n

Secret Ingredient

\n

If you or any friendly creature that has consumed food made by you during their last short or long rest gains temporary hit points, the number of temporary hit points they gain increases by an amount equal to your Intelligence modifier.

\n

Spice of Life

\n

Any food you prepare over a short or long rest carries with it an additional warming effect. Creatures that consume it are considered adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide, until the end of the creature's next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes cold damage before the end of their next short or long rest, they are considered resistant to the damage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Chef%20Pursuit.webp"} +{"_id":"kqAxtz1x4ydhppPG","name":"Way of Balance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Balance

\n

There is serenity in balance, and no one knows this better than the consular. Those consulars who follow the Way of Balance focus on utilizing the Force to equalize the battlefield. They bend the Force to shield their allies and expose their foes.

\n

Force Barrier

\n

When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.

\n

Once you create the barrier, you can't create it again until you finish a long rest.

\n

Projected Barrier

\n

At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.

\n

At-Will Barrier

\n

Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

\n

Improved Suppression

\n

At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power (as in sever force and force suppression), you add your proficiency bonus to that ability check.

\n

Force Resistance

\n

Starting at 18th level, you have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Balance.webp"} +{"_id":"lETcZuQWPZg3n2u0","name":"Saboteur Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Saboteur Practice

\n

Those operatives who choose the Saboteur Practice enhance their fine-honed skills of stealth and agility with tech, using advanced technology with the aid of a tracker droid to sustain a longer assault.

\n

Bonus Proficiencies

\n

You gain proficiency in astrotech's tools.

\n

Techcasting

\n

When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Tracker Droid Companion

\n

Also at 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalized tracker droid companion.

\n

Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

\n

If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

\n

Your tracker droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
  • \n
  • Your tracker droid's level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your tracker droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid's abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your tracker droid can not wear armor or have armor integrated in its chassis.
  • \n
  • Your tracker droid is a valid target of the tracker droid interface tech power.
  • \n
\n

Powered Ambush

\n

Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

\n

Ion Pulse

\n

Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid's Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

\n

Saboteur Practice Techcasting

\n

Sabotage

\n

At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power's effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster's tech focus used to cast the tech power is overloaded and can't be used to cast tech powers for 1 minute.

\n

At the end of each of the caster's turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Generating Your Tracker Droid

\n

Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

\n

Once you've selected your tracker droid, you assign your tracker droid's ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

\n

Tracker Droid Features

\n

All tracker droids share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d4 per tracker droid companion level
  • \n
  • Hit Points at 1st Level: 4 + your tracker droid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid's Constitution modifier per tracker droid level after 1st
  • \n
\n

Resistances and Vulnerabilities

\n
    \n
  • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

Proficiencies

\n
    \n
  • Tools: Your choice of demolitions kit, disguise kit, forgery kit, poisoner's kit, security kit, or slicer's kit
  • \n
  • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Skills: Two of your choice
  • \n
\n

Features

\n
    \n
  • Armor Class: Your tracker droid's armor class equals 10 + its Dexterity modifier. Your tracker droid can't wear armor or have it integrated.
  • \n
  • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can't be removed while your tracker droid is conscious. Your tracker droid's shockprod deals 1 lightning damage on a hit, and it has the finesse property.
  • \n
  • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 feet
  • \n
  • Type: Droid
  • \n
\n

Tracker Droid Upgrades

\n

The traits are presented in alphabetical order.

\n

Aerial Travel Package

\n

Your tracker droid companion has a 30 foot flying speed.

\n

Camouflage Module

\n

You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

\n

Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module's maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

\n

Expertise Protocol

\n

Prerequisite: 5th level You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

\n

Flyby

\n

Opportunity attacks made against your tracker droid have disadvantage.

\n

Four-Armed Tracker

\n

Prerequisite: Pintsized Arms or Undersized Arms Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n

Heavy Plating

\n

Your tracker droid companion's armor class becomes 14.

\n

Interfaced Assistance Protocol

\n

Prerequisite: 5th level While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

\n

Interfaced Crafting Protocol

\n

Prerequisite: 5th level While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you make an ability check using tools with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Interfaced Distraction Protocol

\n

Prerequisite: 5th level While you are interfaced with your tracker droid via the tracker droid interface tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

\n

Interfaced Healing Protocol

\n

Prerequisite: 5th level While you are interfaced with your tracker droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

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Interfaced Tracking Protocol

\n

Prerequisite: 5th level While you are interfaced with your tracker droid via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

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Keen Hearing

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Laser Cutter

\n

Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

\n

Light Plating

\n

Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

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Medium Plating

\n

Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

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Pintsized Arms

\n

Prerequisite: Size Tiny Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use medium or heavy shields. Additionally, your tracker droid can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

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Proficiency Protocol

\n

You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

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Ranged Interface Protocol

\n

The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

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Ranged Shockshot

\n

Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

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Scomp Link

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Prerequisite: 9th level Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer's kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

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Sentry Dish

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Your tracker droid learns the alarm tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

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Size: Small

\n

Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

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Spider Legs

\n

Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Storage

\n

Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

\n

Techcasting Range Protocol

\n

You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

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Undersized Arms

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Prerequisite: Size Small Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use heavy shields. Additionally, your tracker droid can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

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The Saboteur Practice

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd421st
4th421st
5th531st
6th531st
7th642nd
8th642nd
9th752nd
10th752nd
11th862nd
12th862nd
13th973rd
14th973rd
15th1083rd
16th1083rd
17th1194th
18th1194th
19th12104th
20th12104th
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Saboteur%20Practice.webp"} +{"_id":"lGoI3XalF3gv8el4","name":"Gambler Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Gambler Pursuit

\n

Not all studied men and women use their intelligence and skill for the pursuit of knowledge, but instead turn to the various casinos and betting halls of the galaxy. Those scholars who choose the Gambler Pursuit use their knowledge of probability and risk to attempt to master games of chance and build their fortune, or lose it all along the way.

\n

Gambler's Aptitude

\n

When you choose this pursuit at 3rd level, you gain proficiency in your choice of the Insight, Deception, Persuasion, or Sleight of Hand skills. Additionally, you gain proficiency in three gaming sets of your choice, and you have advantage on any ability check you make that uses any of these gaming sets.

\n

Risk versus Reward

\n

Also at 3rd level, when you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.

\n

This die increases when you reach certain levels in this class: to 1d8 at 7th level, to 1d10 at 11th level, and to 1d12 at 15th level.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your deep understanding of chance. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

All In

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When you make an attack roll, and the result is less than 20, you can expend a superiority die and roll it, adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

\n

Blind Luck

\n

When you fail an ability check, you can expend a superiority die. If the result of your ability check plus the superiority die is within a range equal to half your proficiency bonus (rounded down) above or below the check's DC, you pass the check instead.

\n

Double Bluff

\n

If on the same round of combat that you have missed a weapon attack, an enemy also misses you with a weapon attack, you can expend a superiority die and make a single weapon attack, adding the results of your superiority die to both the attack and damage rolls.

\n

The Idiot's Array

\n

When a creature hits you with a weapon attack roll, you can expend a superiority die and roll it. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

\n

Played Their Hand

\n

When a creature hits you with an opportunity attack while within 5 feet of you, you can use your reaction and expend a superiority die to impose disadvantage on the attack roll. If the attack misses, you can make a Dexterity (Sleight of Hand) check contested by the attacker's Strength (Athletics) or Dexterity (Acrobatics) check (their choice) as a part of this reaction. On a success, the target drops the weapon it made the attack with. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n

Pure Sabacc

\n

When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon's damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.

\n

Raise the Stakes

\n

When the target of your Critical Analysis feature makes an attack roll against you, you can use your reaction to expend a superiority die. Roll the die and subtract the result from the enemy's attack roll, but add the result to their damage roll on a hit.

\n

Take a Chance

\n

Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.

\n

Tiebreaker

\n

When you roll a superiority die as a part of a maneuver you learned from this class, you can expend another superiority die and use the total of both dice.

\n

Lucky Number 7

\n

Beginning at 6th level, whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain a superiority die. You can not have more superiority dice than the amount shown in the Superiority Dice column of the Scholar class table.

\n

When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

\n

Tell Me the Odds

\n

Starting at 9th level, if the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).

\n

This die increases when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

\n

Borrowed Luck

\n

Once you've reached 17th level, you have gained the ability to unnaturally alter luck in your favor. Once per round, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.

\n

While you have a borrowed luck roll, you can expend it and replace any ability check, attack roll, or saving throw made by you or a creature that you can see with the value of the borrowed luck roll. You can only have one borrowed luck roll at a time, and you lose any unused borrowed luck rolls when you complete a short or long rest.

\n

Discoveries (Gambler)

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When you select this pursuit, you gain access to new discoveries which reflect your deep understanding of chance. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Ace Up Your Sleeve

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Whenever you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can expend a superiority die, adding the result to your total for the check.

\n

Against the House

\n

Whenever you would make a Charisma (Persuasion) check involving haggling, you can instead challenge the target to a game of chance. If they accept your offer, you can make an ability check with an available gaming set. If you win the challenge, you automatically succeed on the Charisma (Persuasion) check.

\n

Ante Up

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When you roll initiative, are not surprised, and end up first in the initiative order, you can take one additional action on top of your regular action and a possible bonus action during your first turn in combat.

\n

Calculated Bluff

\n

When you make an ability check using your Charisma, you can choose to instead make the check using your Intelligence.

\n

Cold Read

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Prerequisite: 5th level

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As an action, you may make a Wisdom (Insight) check contested by a target's Charisma (Deception) check. On a success, you know the next action the target intends to take, so long as the situation does not change dramatically.

\n

Feeling the Pressure

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Prerequisite: 13th level

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Whenever you roll a 4 or higher on your Risk Versus Reward feature, the target of your Critical Analysis feature also has disadvantage on attack rolls made against you until the start of your next turn.

\n

The Magic Number

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Prerequisite: 7th level

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Whenever you roll a 7 on an ability check or saving throw, you can reroll the ability check or saving throw with advantage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gambler%20Pursuit.webp"} +{"_id":"m0oQQxDCTO6nqWnz","name":"Cybertech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Cybertech Engineering

Those engineers who choose the Cybertech Engineering discipline focus on the ability to craft reusable consumables and items that augment and complement their techcasting abilities.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in cybertech's tools. additionally, when you engage in crafting with cybertech's tools, the rate at which you craft doubles.

Cybertech Contraptions

Also at 3rd level, you learn modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can expend 500 cr worth of materials to modify your wristpad. You must have a wristpad, materials, and cybertech's tools in order to perform this modification.

Your wristpad requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

Potent Techcasting

Lastly at 3rd level, when you miss with a tech attack roll, or a creature succeeds on a saving throw against a tech power you cast, you can expend one use of your Potent Aptitude to overwhelm them. Roll the die, and either add it to the attack roll or subtract it from their saving throw.

Adaptable Applications

Beginning at 6th level, when you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level (rounded down).

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

Combat Contrivances

At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.

Perfected Purposing

Starting at 18th level, when you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Cybertech Modifications

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

Advanced Biotic Amplifier

Prerequisite: 15th level Prerequisite: Prototype Biotic Amplifier You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can't exceed the number of hit points regained.

Advanced Corrosive Amplifier

Prerequisite: 15th level Prerequisite: Prototype Corrosive Amplifier You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.

Advanced Cryo Amplifier

Prerequisite: 15th level Prerequisite: Prototype Cryo Amplifier You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.

Advanced Explosive Amplifier

Prerequisite: 15th level Prerequisite: Prototype Explosive Amplifier You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.

Arakyd Vector

Prerequisite: 5th level You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

Augmented Explosive

You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you've activated an explosive, it can't be activated again until you finish a short or long rest.

You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.

Belasco Dynamics

Prerequisite: 5th level You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.

Biotic Amplifier

You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can't exceed the number of hit points restored.

You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

Climbing Gloves

You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Corrosive Amplifier

You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Cryo Amplifier

You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Darkvision Goggles

You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

Explosive Amplifier

You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Imaging Amplifier

You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack's target to a duplicate.

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Jet Boots

Prerequisite: 7th level You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.

The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can't be activated again until you finish a short or long rest.

Mechanical Arm

You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

You can choose this modification twice.

Prototype Biotic Amplifier

Prerequisite: 7th level Prerequisite: Biotic Amplifier You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can't exceed the number of hit points regained.

Prototype Corrosive Amplifier

Prerequisite: 7th level Prerequisite: Corrosive Amplifier You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.

Prototype Cryo Amplifier

Prerequisite: 7th level Prerequisite: Cryo Amplifier You fine tune your Cryo Amplifier. When you activate this amplifier, the creature's speed is reduced by 10 feet until the end of your next turn. If the tech power already reduces the creature's speed, that amount is instead increased by 5 feet.

Prototype Explosive Amplifier

Prerequisite: 7th level Prerequisite: Explosive Amplifier You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success.

If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

Powered Grappling Hook

Prerequisite: 9th level Prerequisite: Wrist-Mounted Grappling Hook While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

Sentry Turret

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and its speed is reduced by 5 until the end of your next turn.

The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can't be activated again until you finish a short or long rest.

Truesight Goggles

Prerequisite: 11th level Prerequisite: Darkvision Goggles You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Wrist-Mounted Grappling Hook

You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

Once you've used this feature, you can't use it again until you recover and reinsert the hook as an action.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Cybertech%20Engineering.webp"} +{"_id":"n46s1RsRnnQjxHvX","name":"Heavy Weapons Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Heavy Weapons Specialist

\n

Some manned instruments of war require their user to have superior physical prowess to overcome their weight and encumbrance. Those fighters who choose to become Heavy Weapons Specialists use their powerful bodies, and powerful armaments, to overwhelm their foes.

\n

Rock Steady

\n

When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

\n

My Little Friend Says Hello There

\n

Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn't already include that modifier.

\n

Maximum Output

\n

Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, you deal additional damage the first time you hit with an attack roll before the end of your next turn. For each attack you forgo in this fashion, you deal extra damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, you instead deal normal weapon damage.

\n

Straight Through

\n

At 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.

\n

Overwhelm

\n

Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, you instead treat the miss as a hit.

\n

Pure Performance

\n

At 18th level, attack rolls you make while wielding a weapon with the heavy or strength properties can't suffer from disadvantage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Heavy%20Weapons%20Specialist.webp"} +{"_id":"nP8lpZPBh0HGKUJR","name":"Geneticist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Geneticist Pursuit

\n

Throughout the galaxy there exists scientists who focus on unraveling the mysteries contained within the bodies of the divese sentients of the galaxy. Those scholars who choose the Geneticist Pursuit put their knowledge into practice, splicing their own genetic material to become superior beings... or monsters.

\n

Genesplicer's Methods

\n

When you choose this pursuit at 3rd level, you gain proficiency with geneticist's kit and your choice of Medicine or Survival skills.

\n

Mutagenic Analysis

\n

Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn't already include that modifier.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the changes your body has undergone. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Acid Burst

\n

When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.

\n

Charging Attack

\n

If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

\n

Electrical Discharge

\n

When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.

\n

Rampage

\n

When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.

\n

Unrelenting Grasp

\n

When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

\n

Venomous Slash

\n

When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

\n

Mutagenic Transformation

\n

Beginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:

\n
    \n
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • \n
  • Your Strength score becomes equal to your Intelligence score.
  • \n
  • You gain a bonus to your AC equal to half your Intelligence modifier (rounded down, minimum of +1) if it doesn't already include that modifier.
  • \n
\n

You can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

\n

Geneticist's Resilience

\n

Starting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.

\n

Chimeric Adaptation

\n

Once you've reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.

\n

Aspect of the Terentatek

\n

You gain proficiency in Wisdom and Charisma saving throws. Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).

\n

Aspect of the Rancor

\n

You gain proficiency in Strength and Constitution saving throws. Additionally, you gain immunity to the frightened condition, and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon's damage.

\n

Aspect of the Varactyl

\n

You gain proficiency in Dexterity and Intelligence saving throws. Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can't suffer from disadvantage, and creatures can't have advantage on attack rolls against you.

\n

Discoveries (Geneticist)

\n

When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Adapted Hide

\n

When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master's Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.

\n

Atmospheric Adaptation

\n

You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.

\n

Enhanced Musculature

\n

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or

\n

lift. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.

\n

Icarian Mutation

\n

You sprout a pair of winged arms. You gain a flight speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.

\n

Mutagenic Hardiness

\n

Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.

\n

Predatory Senses

\n

You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.

\n

Underground Adaptation

\n

You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.

\n

Unnatural Weaponry

\n

You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Geneticist%20Pursuit.webp"} +{"_id":"np8PlkH43bFHGOjq","name":"Teleportation Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Teleportation Technique

\n

Whether through experimentation or discovery of an ancient technology, followers of the Teleportation Technique have learned to create brief teleportation portals, allowing them to maneuver and attack both quickly and unpredictably throughout the battlefield.

\n

Personal Teleporter

\n

When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

\n

Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your tech save DC. On a failed save, it takes energy damage equal to your scout level + your intelligence modifier.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns, while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

\n

The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

\n

Mark of the Teleporter

\n

Also at 3rd level, on your turn, when you deal damage to the target of your Ranger's Quarry, and either you, your weapon, or the source of your damage have passed through the portal on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your intelligence modifier (rounded up) in this way.

\n

Residual Warp

\n

Beginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you've visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.

\n

Quantum Entanglement

\n

Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter's range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature, instead, falls prone without moving.

\n

Reprisal

\n

At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Archetypes/Teleportation%20Technique.webp"} +{"_id":"ovm5WJyAM317IC4K","name":"Slicer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Slicer Pursuit

\n

Across the galaxy one can find numerous pseudonyms and false identities belonging to the hackers and cyber-infiltrators that call the world of electronics home. Those scholars who choose the Slicer Pursuit put their impressive intellectual prowess to work in the field of technology, to ends both benevolent and malicious.

\n

Techcasting

\n

When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Systems Hijack

\n

Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

\n

Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

\n

Slicer Pursuit Techcasting

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Automatic Startup Sequence

\n

When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

\n

Fast Access Programs

\n

When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n

Firewall

\n

When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

\n

Hacked Communications

\n

As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n

Overcapacity Powers

\n

When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

\n

Runtime Extension

\n

When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

\n

Subtle Execution

\n

When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

\n

Potent Programming

\n

Beginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power's damage, but suffers no additional effects of the power.

\n

Redirect Error

\n

Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

System Override

\n

Once you've reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the diminish tech and tech override powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

\n

You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Discoveries (Slicer)

\n

When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Administrator's Log

\n

If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

\n

Backdoor Egress

\n

When you cast a tech power that affects an area and requires a saving throw, and you are inside that power's area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

You can cast the override interface tech power at 5th level without spending tech points.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Resource Appropriation

\n

Prerequisite: 11th level

\n

If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Skillful Casting

\n

When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

\n

Sleeper Program

\n

Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power's activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power's effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n

The Slicer Pursuit

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd421st
4th421st
5th531st
6th531st
7th642nd
8th642nd
9th752nd
10th752nd
11th862nd
12th862nd
13th973rd
14th973rd
15th1083rd
16th1083rd
17th1194th
18th1194th
19th12104th
20th12104th
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slicer%20Pursuit.webp"} +{"_id":"owhXRBD1NnGWXdr6","name":"Performance Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Performance Practice

\n

Some operatives choose to master finesse and timing through performance art. Those operatives who choose the Performance Practice become skilled performers who prove especially deadly in close combat, able to find the rhythm of an attacker's strikes as easily as any song.

\n

Artful Dancer

\n

When you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.

\n

Additionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn't already include that modifier.

\n

Dazzling Steps

\n

Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren't wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.

\n

Some of your dazzling steps require your target to make a saving throw to resist the dazzling step's effects. The saving throw DC is calculated as follows:

\n

Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Defensive Step

\n

You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

\n

Mobile Step

\n

You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

Offensive Step

\n

Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon's damage.

\n

Flexible Body

\n

Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

\n

Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.

\n

Dance of Death

\n

Starting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of Dance

\n

At 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Performance%20Practice.webp"} +{"_id":"pSIVnxwvRlyNoFM4","name":"Warchief Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Warchief Approach

\n

For some berserkers, it is their duty or birthright to lead their tribe and kin to battle and victory. The Warchief Approach is one forged from alliances, bonds, and strategy. In combat, your rages are less mindless, and more focused. Ignoring the distractions of unimportant events, your attention hones in on the battlefield and how best to direct and control it. You guide your allies’ strikes, and your presence is enough to wash away their fatigue.

\n

Savage Diplomat

\n

Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

\n

When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

\n

Commanding Rage

\n

Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

\n

Inspiring Presence

\n

At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

\n

Raid Planning

\n

Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

\n

War Chant

\n

By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

\n

Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Warchief%20Approach.webp"} +{"_id":"pnWaHtbho4xgFpIU","name":"Path of Etherealness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Etherealness

\n

In the distant reaches of the galaxy obscure knowledge and forgotten secrets of the Force can sometimes be found. While other Force-sensitives may find themselves touched by this secret knowledge of the Force, those sentinels who follow the Path of Etherealness instead find themselves grabbed. Held onto by mysterious aspects of the Force that refuse to let go, these sentinels find themselves able to manipulate the universe around them.

\n

Aberrant Resilience

\n

Starting when you choose this calling at 3rd level, you learn the resistance force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, this power no longer requires concentration for you when you target yourself with it, and the power's d4 increases to d6 at 5th level, d8 at 11th level, and d10 at 17th level.

\n

Force-Empowered Kinesis

\n

Also at 3rd level, your connection to the Force allows you to briefly become incorporeal. When you use a Force-Empowered Self feature, until the end of your turn, you can move through other creatures and objects as if they are difficult terrain. If you end this movement inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This damage can't be reduced or negated in any way.

\n

Out of Touch

\n

At 7th level, as an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Event Cascade

\n

By 13th level, you have advantage on attack rolls you make against creatures if you haven't dealt damage to them or affected them with a force power since the start of your previous turn.

\n

Aberrant Self

\n

At 18th level, you no longer suffer the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. In addition, you no longer need food or water, and you no longer need to sleep. Lastly, the first time you take damage on each of your turns, you can roll your Kinetic Combat die and reduce the damage by that amount.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Etherealness.webp"} +{"_id":"pr7Xe82MOaof0IXj","name":"Form X: Jar'Kai","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form X: Jar'Kai

\n

Form X, also known as Domination Form, utilizes two weapons to overwhelm their foes. Those guardians who focus on Jar'Kai Form know that two weapons offer greater versatility than one, and capitalize on the twin angles from which they attack to subdue their enemies.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Equilibrium, Sentinel, or Two-Weapon Fighting Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Acklay

\n

Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn't already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Twin Strike

\n

Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).

\n

Eye of the Storm

\n

Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Rising Whirlwind

\n

Starting at 15th level, as an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw. A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding two light- or vibro-weapons, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn't already include that modifier.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of Domination

\n

At 20th level, you are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When you hit a creature with a melee weapon attack, you have advantage on the next melee weapon attack roll you make against that creature, and that creature provokes an opportunity attack from you even if they take the Disengage action before leaving your reach until the end of your next turn.
  • \n
  • Creatures provoke an opportunity attack from you when they enter your reach.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Jar%27Kai%20Form.webp"} +{"_id":"q208WP2Lacp7dG6v","name":"Way of Manipulation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Manipulation

\n

The power of the Force is both vast and diverse, with uses varying drastically based on their wielder. Those consulars who follow the Way of Manipulation learn to control their weapons with the Force, maneuvering them across the battlefield.

\n

Saber Storm

\n

When you choose this tradition at 3rd level, you learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a melee weapon you wield, or one melee weapon within 5 feet that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.

\n

Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.

\n

Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:

\n
    \n
  • You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn't already include that modifier.
  • \n
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a power. The bonus equals your Wisdom or Charisma modifier (your choice, minimum of +l).
  • \n
\n

This feature can animate more than one weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. When you use your action to attack with your weapons, you can direct them at the same target or at different ones. Make a separate attack roll for each weapon.

\n

At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.

\n

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

\n

Deceptive Strike

\n

At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

\n

Guarding Weapon

\n

Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot's level.

\n

Isolate

\n

At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

\n

Sapping Storm

\n

Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Manipulation.webp"} +{"_id":"q4cqalPyT4rkroVr","name":"Precision Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Precision Approach

\n

Some berserkers have learned to channel their rage into a method of increasing their focus and precision to supernatural levels. Those berserkers who choose the Precision Approach hone their rage to a fine point, becoming agile warriors who ruthlessly dispatch their foes.

\n

Careful Steps

\n

When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth.

\n

Focused Rage

\n

Also at 3rd level, you hone your rage to a razor sharp focus. When you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

\n

Exact Awareness

\n

At 6th level, you gain proficiency in Dexterity saving throws.

\n

Battle Anticipation

\n

Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Additionally, while raging, melee weapon attacks using Dexterity score a critical hit on a roll of 19 or 20.

\n

Calm Within the Storm

\n

At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Precision%20Approach.webp"} +{"_id":"qlg4myujDRxt6FXB","name":"Path of Communion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Communion

\n

Those who master the Force can transcend death, persisting beyond their natural experation. Those sentinels who follow the Path of Communion bond with a Force ghost, developing a symbiotic relationship which alters the way they perceive their surroundings.

\n

Mystical Connection

\n

Starting when you choose this calling at 3rd level, you learn the feedback force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn't already include that modifier.

\n

Symbiote Spirit

\n

Also at 3rd level, you attract the attention of the spirit of a Force ghost. Over the course of one hour, you can attune to the spirit, forging a lasting connection. While attuned to a spirit, you gain the following benefits:

\n
    \n
  • Your spirit is always audible and visible to you. Your spirit can choose to make itself audible and visible or inaudible and invisible to other creatures (no action required), but it is always visible to beings with truesight.
  • \n
  • Your spirit can not interact with the corporeal world, but it is also not impeded by unenhanced walls or barriers.
  • \n
  • Your spirit acts independently of you, and it only obeys your commands if it chooses to. In combat, it rolls its own initiative and acts on its own turn. Your spirit can't attack, but it can take other actions as normal.
  • \n
  • While your spirit is within 100 feet of you, you can telepathically communicate with it. Additionally, as an action, you can see through your spirit's vision and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
  • \n
  • When you cast a force power with a range of touch, your spirit can deliver the power as if it had cast it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
  • \n
\n

You can only attune to one spirit at a time. If you attempt to attune to another spirit, you immediately break the bond with your current spirit.

\n
\n

Generating Your Spirit

\n

Your spirit might be the ghost of a benevolent Jedi, discovered in the ruins of a Jedi temple, or a powerful Sith spirit lingering in an ancient artifact. It might be the spirit of a Nightsister sorceress, or a paragon of a long-forgotten monastic order. Work with your GM to determine the nature of your spirit.

\n
\n

Additionally, your spirit can briefly interact with the physical world. When you would make a melee attack, your spirit can deliver the attack as if it had made it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the attack. It uses your modifiers for the attack and damage rolls. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Invasive Presence

\n

At 7th level, your spirit can invade another creature's being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Ethereal Vision

\n

By 13th level, you and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.

\n

Additionally, when you use your action to see through your spirit's senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.

\n

Assuming Direct Control

\n

At 18th level, when a creature fails its saving throw against your Invasive Presence feature, the target becomes charmed by you for as long as Invasive Presence is active.

\n

While the target is charmed, you and your spirit have a telepathic link with it as long as you are within 100 feet of it. You and your spirit can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Communion.webp"} +{"_id":"r7BKY5yWig2vhW5i","name":"Way of Telekinetics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Telekinetics

\n

The consular knows how to manipulate the essence of the surrounding elements with the power of the Force. Those consulars who follow the Way of Telekinetics create torrential gusts of telekinetic energy, forming a potent combination that can pummel even the toughest adversaries into submission.

\n

Staggering Stratagem

\n

When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

\n

Mighty Blast

\n

At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

\n

This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

\n

Size Matters Not

\n

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

\n

Repulsing Wave

\n

At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

My Ally is the Force

\n

Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Telekinetics.webp"} +{"_id":"rW7zqxiNXePBLnui","name":"Form II: Makashi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form II: Makashi

\n

Form II, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Dueling, Equilibrium, or Sentinel Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Ysalamiri

\n

Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Makashi Riposte

\n

When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

\n

If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.

\n

Shatterpoint

\n

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weak-nesses, and learn certain informat-ion about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Wisdom score
  • \n
  • Charisma score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Total Forcecaster levels (if any)
  • \n
\n

Glancing Blow

\n

Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Master of Contention

\n

At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
  • \n
  • All melee attacks have disadvantage against you.
  • \n
  • Your melee weapon attacks inflict an additional damage die.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Makashi%20Form.webp"} +{"_id":"rhte8G7Duf9dtKLV","name":"Explorer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Explorer Pursuit

\n

The explorer strives to navigate past the known to discover new planets, forgotten ruins, or forbidden locations. Those scholars who choose the Explorer Pursuit spend their time studying maps, landmarks, architecture blue prints, or even history books, using them to effectively lead the way for their companions.

\n

Focused Navigator

\n

Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

\n

Surveyed Area

\n

At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

\n

Additional Maneuvers

\n

When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Effective Flanking

\n

Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

\n

On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

\n

Encouraging Pace

\n

You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

\n

No Escape

\n

Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature's movement speed becomes 0 until the start of its next turn.

\n

Precise Movements

\n

When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature's speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

\n

Snare Traps

\n

You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

\n

On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

\n

Superior Counterattack

\n

Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

\n

Wrestle and Drag

\n

When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

\n

Field Advantage

\n

At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

\n

Unstoppable Adventurer

\n

At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

\n

Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

\n

Survey Master

\n

Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

\n

Discoveries (Explorer)

\n

When you select this pursuit, you gain access to new discoveries which reflect your studies in maps and hidden routes. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Cover Adept

\n

Prerequisite: 12th level

\n

You treat half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

\n

Dungeon Explorer

\n

You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

\n

In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

\n

Galactic Explorer

\n

Prerequisite: 9th level

\n

When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

\n

Grappling Hunter

\n

Prerequisite: 5th level

\n

Attack rolls that you make against creatures that you are grappling have advantage.

\n

High Ground

\n

Prerequisite: 5th level

\n

Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

\n

No Stone Left Unturned

\n

When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

\n

Versatile Explorer

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Explorer%20Pursuit.webp"} +{"_id":"sgoAH5OjfxsXf2fp","name":"Artillerist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Artillerist Technique

\n

While some scouts choose to foray alone, others like to have support. Follower of the Artillerist Technique master control of militant constructs, laying waste to the battlefield with their expertise

\n

Bonus Proficiencies

\n

You gain proficiency in artillerist's kits.

\n

Turret Companion

\n

When you choose this technique at 3rd level, you learn to apply your knowledge of artillery to construct your own portable turret.

\n

You start with a Small turret, which is detailed at the end of this technique. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finish your turret.

\n

If your turret is irreparably destroyed, you can spend an additional 500 cr worth of material and 8 hours to create a new turret. You may only have one turret companion at a time.

\n

Your turret has the following benefits:

\n
    \n
  • Your turret has a remote control, which you can use to direct it on your turn while within 120 feet of it. Your turret takes no actions unless you tell it to or an upgrade says otherwise.
  • \n
  • Your turret's level equals your scout level, and for each scout level you gain after 3rd, your turret companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your turret has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your turret's abilities also improve. Your turret can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your turret can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your turret is a valid target of the tracker droid interface tech power.
  • \n
  • When you would make a weapon attack, you can let your turret attack instead.
  • \n
\n

Your turret has two modes: deployed and undeployed. Your turret can take no actions while undeployed. You can deploy or undeploy your turret at any time on your turn (no action required), but the effect doesn't occur until the start of your next turn.

\n

Mark of the Artillerist

\n

Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger's Quarry, you can roll your Ranger's Quarry die and add it to the damage roll.

\n

Battlefront

\n

Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.

\n

At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

\n

Crisis Management

\n

Starting at 11th level, while you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes.

\n

Double Up

\n

At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

\n

Generating Your Turret

\n

Your turret is a portable companion that you can upgrade over time.

\n

Your turret uses your Intelligence, Wisdom, and Charisma scores. You assign your turret's Strength, Dexterity, and Constitution scores using a limited standard array (16, 14, 12) as you see fit.

\n

Turret Features

\n

All turrets share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d6 per turret companion level
  • \n
  • Hit Points at 1st Level: 6 + your turret's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your turret's Constitution modifier per turret level after 1st
  • \n
\n

Resistances and Vulnerabilities

\n
    \n
  • Turret Resistances: Your turret is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Turret Vulnerabilities: Your turret is vulnerable to ion damage. Additionally, your turret has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

Features

\n
    \n
  • Armor Class: Your turret uses its Intelligence score for its Armor Class.
  • \n
  • Integrated Weaponry: Your turret has an integrated vibroweapon and blaster with which it can make weapon attacks. Neither weapon can be removed while your turret is not disabled. Your turret's vibroweapon deals 1d8 kinetic damage on a hit. Your turret's blaster has the ammunition (range 100/400) and reload 20 properties, and it deals 1d6 kinetic or energy damage on it a hit, depending on its loaded ammunition. It can use both slug cartridges and power cells for ammunition. Your turret can't reload itself. You can choose which weapon your turret uses each time it attacks (no action required).
  • \n
  • Turret Upgrades: Your turret companion has four turret upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Small
  • \n
  • Speed: Your turret has two modes: undeployed and deployed. While undeployed, your turret's speed equals your own and it can take no actions. While deployed, your turret has a speed of 25 feet and can take actions.
  • \n
  • Type: Construct
  • \n
\n

Turret Upgrades

\n

If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.

\n

Augmenting Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, when damage is dealt by a tech power originating from inside the barrier against a target outside the barrier, that tech power gains a bonus to damage equal to half your Intelligence modifier (rounded up).

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Autoreload

\n

You can preload your turret's blaster with additional ammunition. You can preload two additional power cells, or you can replace each power cell with 20 slug cartridges. Once on each of your turns, you can reload your turret without using an action. Once you've expended the preloaded ammunition, you can't reload your turret's blaster in this way again until you reload it with an action.

\n

Climbing Turret

\n

Your turret gains a climbing speed equal to its deployed walking speed.

\n

Cloaking Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, this barrier creates an area that is lightly obscured. Wisdom (Perception) checks that originate outside the barrier take a -10 penalty when attempting to detect anything inside the barrier.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Deployment Accelerator

\n

Your turret now deploys and undeploys instantly, but you can only do so once on each of your turns.

\n

Disguised Turret

\n

Your turret can collapse into an innocuous looking container while undeployed. You have advantage on Charisma (Deception) checks to hide the nature of your turret while it is undeployed.

\n

Hovering Turret

\n

Your turret can hover 5 feet over the ground while deployed. It ignores difficult terrain while hovering in this way.

\n

Integrated Grenade Launcher

\n

You integrate a grenade launcher into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Integrated Projector

\n

You integrate a vapor projector into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Integrated Rocket Launcher

\n

You integrate a rocket launcher into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Longbow

\n

Your turret's blaster's range increases by 50/200. Additionally, when you cast a tech power with a range of 5 feet or greater, and your turret is the target of your tracker droid interface tech power, you can cast it as if you were in your turret's space, and the range increases to 150 feet.

\n

Phalanx Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, ranged weapon attacks originating from outside the barrier that pass through it have disadvantage. Ranged weapon attacks originating from inside the barrier are unaffected.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Ram Attachment

\n

You integrate a battering ram into your turret. When your turret makes a Strength check to break down physical doors, it gains a bonus to the check, depending on its size. A Small turret gains a +1 bonus, a Medium turret gains a +2 bonus, and a Large turret gains a +5 bonus. You can help your turret, giving it advantage on the check.

\n

Recurring Action

\n

Prerequisite: 9th level

\n

Your turret gains the ability to repeat attacks without direction. At the start of each of your turns, if your turret made an attack since the start of your previous turn, you can have it repeat its most recent attack (no action required). This attack targets the same space as the most recent attack made by your turret, regardless of whether or not a creature occupies that space.

\n

Rejuvenating Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, friendly creatures that enter this barrier for the first time or start their turn there regain hit points equal to your Intelligence modifier, and gain temporary hit points equal to your Intelligence modifier. This feature can restore a creature to no more than half of its hit point maximum.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Sentry

\n

You add an overwatch suite to your turret companion. When you cast the alarm tech power, you can choose to have your turret notified when the alarm is triggered. If you do so, when the alarm is triggered, your turret immediately makes a number of weapon attacks against the triggering creature up to your turret's proficiency bonus. If multiple creatures trigger the alarm simultaneously, your turret targets each creature randomly.

\n

Size: Large

\n

Prerequisite: Size: Medium

\n

Your turret's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its vibroweapon and blaster damages increase to 1d12 and 1d10, respectively, and its deployed walking speed decreases to 15 feet.

\n

Size: Medium

\n

Your turret's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its vibroweapon and blaster damages increase to 1d10 and 1d8, respectively, and its deployed walking speed decreases to 20 feet.

\n

Suppressing Fire

\n

Prerequisite: 11th level

\n

When a creature within 30 feet of you moves at least 5 feet, you can use your reaction to have your turret make a ranged weapon attack with its blaster against the creature. If the attack hits, the creature's speed is reduce by half until the start of your next turn.

\n

Turret Coverage

\n

As an action, you can have your turret anchor itself to the ground or recover itself. While anchored, its speed is reduce to 0, it has resistance to energy and kinetic damage, and it provides cover to creatures within 5 feet of it, depending on its size. A Small turret provides one-quarter cover, a Medium turret provides half cover, and a Large turret provides three-quarters cover. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by your turret's cover, your turret instead takes the damage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"artillerist's kit","mode":"+","targetSpecific":false,"id":1,"itemId":"sgoAH5OjfxsXf2fp","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique.webp"} +{"_id":"t5LS6epj3270S38n","name":"Form VIII: Sokan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VIII: Sokan

\n

Form VIII, also known as Persistence Form, uses determined movements followed by swift strokes to keep their opponents' footing unsteady. Those guardians who focus on Persistence Form make use of the terrain, trying to maneuver their opponents into vulnerable areas before dispatching them.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Defense, Equilibrium, or Shielding Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Varactyl

\n

Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove or to avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

High Ground Defense

\n

When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that opponent without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.

\n

Unwavering Self

\n

Beginning at 7th level, if you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.

\n

Once you've used this feature, you must complete a long rest before you can use it again. At 15th level you can use this feature twice between long rests.

\n

Unhindered Charge

\n

Starting at 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.

\n

Master of Persistence

\n

At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • You ignore effects that would reduce your speed.
  • \n
  • Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
  • \n
\n

This effect ends early if you are incap-acitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sokan%20Form.webp"} +{"_id":"tND6Q1akd5unb3jf","name":"Path of Synthesis","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Synthesis

\n

There is power in diversification unknown to those of narrow mind. Those sentinels who follow the Path of Synthesis blend their intricate mastery of the Force with their understanding of technology, creating unique effects to overcome their obstacles.

\n

Techcasting Secrets

\n

Starting when you choose this calling at 3rd level, you have learned to intersperse your training with an aptitude for technology. Choose two tech powers of 1st-level or lower. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the sentinel class table. You still require the aid of a wristpad for these powers.

\n

At 7th-level, you learn two tech powers of 2nd-level or lower. At 13th level, you learn two tech powers of 3rd-level or lower. At 17th level, you learn two tech powers of 4th-level or lower. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power.

\n

Synthetic Understanding

\n

Also at 3rd level, you've applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.

\n

Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.

\n

Finally, when you deal damage with a tech power or Kinetic Combat attack, you can choose to substitute the damage dealt as ion.

\n

Force-Empowered Tech

\n

At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Disruption Pulse

\n

As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.

\n

Forced Override

\n

When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).

\n

Techcasting Insight

\n

As an action, you can attempt to determine another creature's experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target's Intelligence (Technology) check. If you succeed, you immediately learn the target's techcasting Max Power Level, as well as any tech powers currently affecting the target.

\n

Improved Force-Empowered Tech

\n

By 13th level, you've gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.

\n

Harmonic Synthesis

\n

When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.

\n

Conservation of Energy

\n

When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).

\n

Reflective Shield

\n

At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Synthesis.webp"} +{"_id":"taNiZralaSUdH6a2","name":"Matukai Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Matukai Order

\n

Monks of the Matukai Order center their philosophy around a balance and harmony between the spiritual Force and the physical body, using exercise as a form of meditation. They channel the Force through their bodies, turning themselves into exceptional warriors.

\n

Force-Enhanced Strikes

\n

Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to deal it an additional 1d6 force damage.

\n

The force damage increases to 2d6 when you reach 11th level in this class.

\n

Instinctive Leap

\n

At 6th level, when a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.

\n

Absorb Damage

\n

Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Control the Field

\n

At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Matukai%20Order.webp"} +{"_id":"uKs4nEUZxYJ6iAd7","name":"Acquisitions Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Acquisitions Practice

\n

Many operatives are hired for the procurement of valuable artifacts, but only the true masters of the art can slip through the tightest security and make off with untold riches, whether they do it for a profit, or for sport. Those operatives who choose the Acquisitions Practice apply a mixture of stealth and impressive acrobatics to surpass any kind of defenses they are met with.

\n

Fast and Agile

\n

When you use choose this practice at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.

\n

Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.

\n

Deft Hands

\n

Also at 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.

\n

Some of your aerial maneuvers require your target to make a saving throw to resist the deft hand maneuver's effects. The saving throw DC is as follows:

\n

Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Hinder

\n

You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

\n

Pilfer

\n

You attempt to pick your target's pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.

\n

Tumble

\n

You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.

\n

Supreme Sneak

\n

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren't incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.

\n

Improved Aerial Agility

\n

Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits:

\n
    \n
  • When you move, you can instead take 3 short movements by flying.
  • \n
  • Whenever you end your flying movement and you are within 5 feet of a climbable surface, you can grab onto that surface as though you were climbing upon it.
  • \n
\n

Thief's Reflexes

\n

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

\n

Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must make a Dexterity saving throw or be knocked prone.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Acquisitions%20Practice.webp"} +{"_id":"uV3tG38Fo7JAXF0W","name":"Mounted Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Mounted Specialist

\n

Those fighters who choose to become Mounted Specialists excel at mounted combat. Mounted Specialists are most dangerous from the seat of a speeder or saddle of a varactyl, though they can hold their own from the ground. Their versatility often has them leading the charge or protecting the team.

\n

Bonus Proficiencies

\n

When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.

\n

Born to the Saddle

\n

Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

\n

Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.

\n

Unwavering Mark

\n

Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

\n

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.

\n

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

\n

Warding Maneuver

\n

Beginning at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll ld8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

\n

Hold the Line

\n

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

\n

Ferocious Charger

\n

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

\n

Vigilant Defender

\n

At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Mounted%20Specialist.webp"} +{"_id":"ucmQpCjxdEN6tpxD","name":"Form IX: Trakàta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form IX: Tràkata

\n

Form IX, also known as Deception Form, capitalizes on a lightweapon's ability to quickly be toggled on and off. Those guardians who focus on Tràkata Form perform dazzling tricks with their lightweapon, confusing their opponents before dispatching them.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Dueling, Two-Weapon Fighting, or Versatile Fighting Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Monkey-Lizard

\n

Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Unbalancing Block

\n

When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.

\n

Duplicitous Force

\n

Beginning at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Pass the Blade

\n

Starting at 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.

\n

Master of Deception

\n

At 20th level, your skill with a lightweapon is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Your attack rolls can't suffer from disadvantage.
  • \n
  • Whenever a creature misses you with a melee attack, it takes 5 energy damage.
  • \n
  • Whenever a creature hits you with a melee attack, it takes damage equal to half of the damage you take from the attack.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Trakata%20Form.webp"} +{"_id":"uqpzyWm3JoIJlHrb","name":"Biochem Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Biochem Engineering

Those engineers who choose the Biochem Engineering discipline focus on utilizing their vast knowledge of medicine and chemistry to supply allies with potent healing and enemies with debilitating poisons and acids.

Bonus Proficiencies

When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist's kits, and poisoner's kits. additionally, when you engage in crafting with biochemist's kits and poisoner's kits, the rate at which you craft doubles.

Modified Biochemist's Pack

Also at 3rd level, you learn to modify and combine your biochemist's kit and poisoner's kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can expend 500 cr worth of materials to create your modified biochemist's pack. You must have a biochemist's kit, a poisoner's kit, and materials in order to perform this modification.

Your biochemist's pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified biochemist's pack has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

Your modified biochemist's pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.

Corrosive Mixture

Your distributor emits a burst of acid. The target must make a Dexterity sav-ing throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Invigorating Mixture

Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Noxious Mixture

Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Biochemist's Touch

Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.

Potent Mixtures

Beginning at 6th level, when you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.

Epicenter

At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Masterful Mixtures

Starting at 18th level, when you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat immunity as resistance.

Biochem Modifications

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

Biochemist's Amplifer

Prerequisite: 5th level You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

Biochemist's Inhibitor

Prerequisite: 5th level You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.

Chemical Counteragents

You may choose one type of damage that benefits from your Biochemist's Touch and Potent Mixtures features. While wearing your modified biochemist's pack you have resistance to that type of damage.

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

Countertoxin

When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Detachable Distribution System

You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can't use it again until you recover it as an action.

Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Drone Distribution System

You upgrade your distributor, interfacing it with the target of your tracker droid interface power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Expanded Chemicals: Combustibles

Prerequisite: 5th level You add additional chemicals to your modified biochemist's pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Expanded Chemicals: Cryogenics

Prerequisite: 5th level You add additional chemicals to your modified biochemist's pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, its speed is reduced by 10 feet until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Expanded Chemicals: Restorative

Prerequisite: 5th level You add additional chemicals to your modified biochemist's pack. When you restore hit points with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Expanded Mixtures: Adhesive

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature's speed is reduced to 0 until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.

Expanded Mixtures: Blinding

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn.

Expanded Mixtures: Hallucinogenic

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

This feature has no effect on droids or constructs.

Explosive Distribution System

You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Injection Apparatus

You install a wrist mounted injection apparatus into your modified biochemist's pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can't use it while the hand is full.

When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.

Inoculation

You gain immunity to the poisoned and diseased conditions.

Integrated EVA Functionality

You make several additions to your modified biochemist's pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist's pack.

Kolto Aerosol

Prerequisite: 9th level You add a special dispersal system to your modified biochemist's pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.

Long-Range Distribution System

You upgrade your distributor, improving the range. When you use your action to activate your distributor, you can choose to increase the range to 60 feet.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Luminous Gel

You've added a light-emitting gel to your modified biochemist's pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.

Oil Spill

As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Persistent Chemicals

Prerequisite: 7th level Whenever you use your Biochemist's Touch feature, you may select one creature that was damaged. At the start of each of that creature's turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Piercing Gel

Prerequisite: 11th level Prerequisite: Luminous Gel Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.

Self-Injection Module

You install a special kolto injector into your modified biochemist's pack that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

Smart Dispersal System

When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.

Spray Distribution System

You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Biochem%20Engineering.webp"} +{"_id":"vWCA4gae11g8s1xq","name":"Assault Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Assault Specialist

\n

Those fighters who choose to become Assault Specialists focus on the development of raw physical power honed to deadly perfection. Assault Specialists combine rigorous training with physical excellence to deal devastating blows.

\n

Brute Force

\n

When you choose this specialty at 3rd level, once per turn, when you deal damage with a weapon, you can deal an additional 1d4 damage of the same type as the weapon’s damage. If this damage would affect multiple creatures, you can only apply this damage bonus to one of them.

\n

This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 and 13th level, and 1d12 at 17th level.

\n

Remarkable Athlete

\n

Also at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

\n

Brutish Durability

\n

Beginning at 7th level, once per round, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. You can choose to use this feature before or after you make a saving throw, but you must decide before the GM says whether the save succeeds or fails.

\n

Additional Fighting Style

\n

At 10th level, you can choose a second Fighting Style option.

\n

Devastating Critical

\n

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your fighter level.

\n

Survivor

\n

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

\n

The Assault Specialist

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelBonus Damage
3rd1d4
10th1d6
16th1d8
20th1d10
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Assault%20Specialist.webp"} +{"_id":"w1XQ5LzJNpk6PT0F","name":"Form VI: Niman","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VI: Niman

\n

Form VI, also known as Moderation Form, strikes a balance between bladework and force powers. Those guardians who focus on Niman Form weave Force manipulation with their melee weapon strikes, pushing their opponents off-balance to create an opening.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Equilibrium, Two-Weapon Fighting, or Versatile Fighting Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Rancor

\n

Also at 3rd level, as a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Telekinetic Slash

\n

When you deal damage with an at-will force power, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power's damage.

\n

Enlightenment

\n

Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn't already include that modifier.

\n

Redirect

\n

Starting at 15th level, when you would be affected by a force power that requires a Dexterity saving throw or attack roll and would effect only you, you may redirect that power to another target within 30 feet. If the power required an attack roll, make an appropriate attack roll against the new target. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your force save DC.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of Moderation

\n

At 20th level, the Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • You have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.
  • \n
  • When you use your action to cast an at-will force power that targets only one creature, you can target an additional creature within 5 feet of the original target and within the power's range.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Niman%20Form.webp"} +{"_id":"xAObT0H9SNxYOQh2","name":"Predator Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Predator Technique

\n

Some scouts work in solitude, while others prefer the strength of a group. Followers of the Predator Technique find power lies with the pack; they distract their prey, while their allies go for the kill.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Hunting Party

\n

When you choose this technique at 3rd level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

\n

Mark of the Predator

\n

Also at 3rd level, if the target of your Ranger's Quarry feature can see you, a number of friendly creatures you choose up to your Intelligence modifier have advantage on Dexterity (Stealth) checks made to hide from it.

\n

Predator's Resolve

\n

Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have advantage on Constitution saving throws.
  • \n
  • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum of one).
  • \n
  • When you use your Hunting Party feature and the target of the attack is your Ranger's Quarry, your ally gains a bonus to damage on the attack equal to your Ranger's Quarry Damage Die.
  • \n
\n

Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Prey on the Weak

\n

Starting at 11th level, when you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.

\n

On the Hunt

\n

At 15th level, when you use your Predator's Resolve feature, a number of friendly creatures you choose up to your Intelligence modifier that you can see within 30 feet of you also gain the benefits of the feature.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Predator%20Technique.webp"} +{"_id":"xIgy4jaHPhmry1Ub","name":"Path of Focus","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Focus

\n

The ways of the Force can reveal themselves to a sentinel through intense concentration and, most importantly, focus. Those sentinels who follow the Path of Focus use debilitating bursts of lightsaber strikes and force powers to exhaust their foes, crushing any hopes they had of mounting an effective defense.

\n

Focused Burst

\n

Starting when you choose this calling at 3rd level, you learn the burst force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.

\n

Blade Dance

\n

Also at 3rd level, when you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.

\n

Blade Storm

\n

At 7th level, your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon's damage die

\n

Focused Flow

\n

By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.

\n

Master Strike

\n

At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Focus.webp"} +{"_id":"xUUk8lINd1wpQrIh","name":"Beguiler Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Beguiler Practice

\n

Those operatives who choose the Beguiler Practice augment their natural wiles and charm with subtle utilization of the Force. They tap into these powers to cloud the minds of their foes, distracting and diverting before abruptly dispatching them.

\n

Forcecasting

\n

When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

Fascinating Display

\n

Also at 3rd level, you can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

\n

If a target succeeds on this saving throw, the target has no hint you tried to charm it.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Mesmerizing Presence

\n

Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.

\n

Enthralling Vigor

\n

Starting at 13th level, whenever a creature fails a Wisdom or Charisma saving throw against a force power or class feature you use, you can gain temporary hit points equal to half your operative level (rounded down) + your Charisma modifier (minimum of one).

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Distracting Countenance

\n

At 17th level, as a bonus action, you can mask yourself with the Force for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your prof-iciency bonus + your Charisma modifier). On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn.

\n

Once you've used this feature, you must com-plete a short or long rest before you can use it again.

\n
Beguiler Practice Forcecasting
\n

The Beguiler Practice

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th541st
5th651st
6th761st
7th872nd
8th982nd
9th1092nd
10th11102nd
11th12112nd
12th13122nd
13th14133rd
14th15143rd
15th16153rd
16th17163rd
17th18174th
18th18184th
19th19194th
20th19204th
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Beguiler%20Practice.webp"} +{"_id":"zxnST2OeLGmt8buI","name":"Praetorian Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Praetorian Specialist

\n

Those fighters who choose to become Praetorian Specialists seek perfection of both body and mind. These warriors master the art of warfare, and are often sought as bodyguards for the galaxy's elite. They are engines of destruction and resilience, able to fight on to their last breath.

\n

Bonus Proficiency

\n

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.

\n

Fighting Spirit

\n

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

\n

You can use this feature three times. You regain all expended uses when you finish a long rest.

\n

Resilient Retainer

\n

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

\n

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

\n

Tireless Spirit

\n

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

\n

Rapid Strike

\n

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

\n

Strength Before Death

\n

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Praetorian%20Specialist.webp"} diff --git a/packs/packs/armor.db b/packs/packs/armor.db index 30047566..e2d42332 100644 --- a/packs/packs/armor.db +++ b/packs/packs/armor.db @@ -1,26 +1,26 @@ -{"name":"Laminanium Assault","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

CUMBERSOME, OBSCURED

","chat":"","unidentified":""},"source":"wh","quantity":1,"weight":60,"price":8000,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0},"strength":15,"stealth":true,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/WH/Laminanium%20Assault%20Armor.webp","_id":"0JXOZDXiigSdxRP1"} -{"name":"Crystadium Medium Shield","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

Absorptive 1, Imbalanced

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":18,"price":900,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":0,"dex":null},"strength":13,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.attributes.ac.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"zRiEWcd8BjFQHI4t","active":false,"_targets":[],"label":"Attributes Armor Class"}]}},"img":"systems/sw5e/packs/Icons/Armor/WH/Crystadium%20Medium%20Shield.webp","_id":"1jtVAlufby1B8fXs"} -{"name":"Beskar Weave Armor","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

REGULATED

\n

When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":25,"price":3000,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2},"strength":11,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/WH/Beskar%20Weave%20Armor.webp","_id":"6toKhOUAGkRCWVeP"} -{"name":"Duravlex Fiber Armor","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

SILENT

","chat":"","unidentified":""},"source":"wh","quantity":1,"weight":13,"price":1450,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/WH/Duravlex%20Fiber%20Armor.webp","_id":"7Ctukfhsmsfs3Wsj"} -{"name":"Duranium Battle Armor","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

CUMBERSOME

","chat":"","unidentified":""},"source":"wh","quantity":1,"weight":55,"price":6750,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":null},"strength":13,"stealth":true,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/WH/Duranium%20Battle%20Armor.webp","_id":"8DDwbHeMi3q1BadC"} -{"_id":"9XvXbqBpOiXGyf2f","name":"Mesh Armor","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

Providing solid protection for a minimal cost, mesh armor is considered excellent protection for entrenched troops or guards. However, this protection comes at a cost of mobility, limiting its uses by rapidly advancing infantry. Still, it provides more mobility than battle armor.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":20,"price":500,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/PHB/Mesh%20Armor.webp"} -{"name":"Durasteel Exoskeleton","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

IMPERMIABLE, RIGID

","chat":"","unidentified":""},"source":"wh","quantity":1,"weight":65,"price":15000,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":17,"stealth":true,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/WH/Durasteel%20Exoskeleton.webp","_id":"Ei8zUeZQs6QWDsU7"} -{"_id":"HTfREA5DHvgAfIgP","name":"Assault Armor","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

Assault armor improved on battle armor, with the benefit of micro-hydraulics that boost the efficacy of the operator. It offers better protection, but increased weight.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":60,"price":2000,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0},"strength":15,"stealth":true,"proficient":false,"attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/PHB/Assault%20Armor.webp"} -{"name":"Heavy Exoskeleton","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

Heavy exoskeletons are virtually the heaviest armor acquirable during the Galactic War. It is ideal for extreme combat situations that involved direct damage and also offers a very good level of protection in sacrifice of dexterity. Some consider it claustrophobic but that was the trade-off for safety.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":65,"price":9000,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":17,"stealth":true,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/PHB/Heavy%20Exoskeleton.webp","_id":"JhLCZN1tPmt3LTSP"} -{"_id":"MMVavuHN6nClZvkH","name":"Battle Armor","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

Battle armor is an armor that reduced weight, but restricts movement. The armor is commonly used by mercenaries, bounty hunters, soldiers, and civilians that live in dangerous areas.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":55,"price":750,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0},"strength":13,"stealth":true,"proficient":false,"attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/PHB/Battle%20Armor.webp"} -{"name":"Plastoid Composite","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

REINFORCED, RIGID

","chat":"","unidentified":""},"source":"wh","quantity":1,"weight":45,"price":4500,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":0,"stealth":true,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/WH/Plastoid%20Composite%20Armor.webp","_id":"NLMydRpa0dH7zCSj"} -{"name":"Light Physical Shield","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":6,"price":50,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":0,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.attributes.ac.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"uNuc1x3rlPEmjrgN","active":false,"_targets":[],"label":"Attributes Armor Class"}]}},"img":"systems/sw5e/packs/Icons/Armor/PHB/Small%20Physical%20Shield.webp","_id":"Nf5H8NBy3t6XOs5s"} -{"name":"Neutronium Mesh","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

INSULATED 1

","chat":"","unidentified":""},"source":"wh","quantity":1,"weight":20,"price":2500,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Armor/WH/Neutronium%20Mesh%20Armor.webp","_id":"Om9o8i7e7p9Lf7MK"} -{"name":"Bone Light Shield","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

SPIKED

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When you succeed on a Strength (Athletics) check to push a creature while wielding a shield with the spiked property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier.

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Combat suits are seen all over the galaxy, and can be found for sale by almost any merchant who dealt in weapons and armor. Many such suits are used by military organizations, such as the Galactic Republic’s military, as well as by mercenaries, criminals, bounty hunters and even some Jedi.

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The suit itself offers decent protection from most types of attacks while maintaining maximum flexibility and minimum weight. However this armor is only recommended for light skirmishes.

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When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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SPIKED

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When you succeed on a Strength (Athletics) check to push a creature while wielding a shield with the spiked property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier.

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Fiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire.

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Combat suits are seen all over the galaxy, and can be found for sale by almost any merchant who dealt in weapons and armor. Many such suits are used by military organizations, such as the Galactic Republic’s military, as well as by mercenaries, criminals, bounty hunters and even some Jedi.

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\n

The suit itself offers decent protection from most types of attacks while maintaining maximum flexibility and minimum weight. However this armor is only recommended for light skirmishes.

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AVOIDANT 1

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Composite armor is a type of armored suit that offers a good balance of mobility and protection against most types of weapons. The micro-hydraulics of this type of powered armor provide the operator with protection, but are more bulky than mesh or weave armors. This type of armor is rarely seen outside of professional mercenaries’ and soldiers’ use.

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As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit or a smaller band of sell-swords, maybe even more than one.

\n

Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.

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A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set (one of your choice), and a pouch containing the remainder of your last wages (100 cr)

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2I have a crude sense of humor.
3I face problems head-on. A simple, direct solution is the best path to success.
4I find it good luck to have a flask of ale on me even when the most of my other belongings are gone.
5I ask a lot of questions.
6I never pass up a friendly wager.
7I am always polite and respectful when speaking to those above my station.
8I like a job well done, especially if I'm not the one doing it.
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d6Ideal
1Greed. I'm only doing it for the money. (Dark)
2Fairness. We all did the work. it is only right that everyone gets a share of the reward. (Lawful)
3Live and Let Live. You may not have a family left, but your enemy may. A little compassion goes a long way. (Light)
4Measure of Last Resort. Sometimes we have to do things that we REALLY don't want to do, but we must remember that we only do them because we have to. (Chaotic)
5Debts. I never leave a favor left undone and nor will I leave those whom owe me favors on the hook. (Neutral)
6Aspiration. I have heard a tale of a legendary person of my class. I strive to be more like them. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am always looking for the bigger pay.
2I can't tell a lie for the life of me.
3I judge too easily by special appearance and pride.
4I am almost always carrying some ale in with my gear.
5I believe that I am the only skilled person of the group and am even open about it.
6I will never let a comrade stand alone, even if it gets me killed.
"},"bondOptions":{"value":"
d6Bond
1I have a personal debt that must be paid.
2I am with friends whom I trust with my life as they should trust me with theirs.
3I come from a family that dislikes weaknesses, so I push myself to know my weaknesses.
4My life is my honor. I shall, until death, shape my life to what I want it to be.
5Without a purpose in the world, I find myself to be broken which I do not like.
6I secretly pursue a love interest that is forbidden by a family whether it is my own or my love's family.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3BEjWZHyQZjvfP9h","name":"Racer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You have a need for speed. You live off of the adrenaline rush of piloting your craft or steering your beast through the dangers of a race. You love the thrill of a photo-finish and relish the sweet taste of victory."},"flavorName":{"value":"Racing Specialty"},"flavorDescription":{"value":"

There are many places to race and many things to race with. Maybe you dabble in all things fast. Even still, all professional racers have a type of racing they prefer above all else; a race in which they are masters. Choose your vehicular or beastly specialty, or roll on the table below.

"},"flavorOptions":{"value":"
d8Racing Specialty
1Air Speeders
2Boonta Speeders
3Pod Racers
4Speeder Bikes
5Starships
6Swoop Bikes
7Fathiers
8Varactyls
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Nature, Piloting, and Technology"},"toolProficiencies":{"value":"One type of gaming set or mechanic's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, a trophy or ribbon from your first-ever win, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Racers are usually competitive and often fearless. They can lead a whirlwind of a life, and sometimes the adrenaline of the race is no longer enough for them. "},"featureName":{"value":"Terrain Mastery"},"featureText":{"value":"You have a preternatural instinct for understanding the terrain, interpreting maps, and planning routes. You and your party can move at three-fourths your speed over difficult terrain during long-distance travel. Because of these skills, if you know your destination and the intervening terrain--either by reputation, by sight, or by maps you have seen--you are able to identify an effective short-cut, trimming your travel time by up to half. Your GM may rule that your short-cut entails significant danger or may be temporarily impassable.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Naturalist
3Ace Pilot
4Techie
5Entertainer
6Specialist
7Linguist
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1Win or lose.There is no try.
2Giving up is never an option for me.
3I spit and laugh in the face of danger.
4Why do something if there is not the possibility of death?
5I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Victory. It's not a victory if you don't follow the rules. (Lawful)
2Win. A win is a win, no matter how it's done. (Chaotic)
3Charity. I share my winnings with the less fortunate. (Light)
4Pride. I will do whatever it takes to be recognized as the best. (Dark)
5Excitement. Life is a race worth entering, because you never know how the ships will fly. (Neutral)
6Victory. Nothing worth doing is ever a sure thing. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I think most people in life are content with a participation trophy. They disgust me.
2I classify everyone I meet as a winner or a loser.There's only ever one winner.
3There is not a drug I won't try.
4Once I start drinking, it's hard for me to stop.
5Once someone questions my courage, I never back down no matter how dangerous the situation.
6Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
"},"bondOptions":{"value":"
d6Bond
1There is nothing more important to me than my vehicle.
2I will win the Coruscant Invitational one day.
3I'm trying to pay off the debt on my vehicle.
4I owe a lot of money to the wrong kind of people.
5I do what feels good.Let's see the authorities catch me.
6Someone I loved died because they were too slow.That will never happen to me.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3cJ5EuzWzzYj53Tw","name":"Jensaarai","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are a Jensaarai, a Force user who has come to understand the failings of both Jedi inactivity and Sith malevolence. While they wield lightsabers, a true mark of skill among the Jensaarai is the crafting of their armor. Each suit is perfectly unique to the wearer, and is frequently (but not always) adorned and shaped to represent an animal that the Jensaarai finds kinship with, up to and potentially including additional mounted weapons or sensors to further emulate that creature.

\n

While the Jensaarai train in, and will use dark side powers when necessary, they seek to avoid true corruption. They are not evil, nor are they wholly good either. They are anti-heroes, and well-practiced in this craft. In addition, the Jensaarai train in more than the lightsaber, employing whatever tools are at hand to best fit the job.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Intimidation, Lore, and Perception"},"toolProficiencies":{"value":"Armormech's Tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes including a robe, a sturdy knife, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Jensaarai are shaped by the unique capacity of their upbringing. Their study of the duality of the Force manifests in their mannerisms and ideals. Their bond might be their family or their armor. Their flaws might be some a hatred of the Jedi or Sith or a desire to become one or the other."},"featureName":{"value":"Depths of Duality"},"featureText":{"value":"Due to the corruption of the Jedi training done to the pre-Jensaarai, you have a unique insight into both the Light and Dark side of the Force, as well as its history, applications, and techniques in a scholarly manner.\r\n\r\nYou fully understand concepts, and can recall key information, However, if the research was hidden from the public and you have not had experience working with it, you can only partially understand it. You also recognize well-known Jedi Masters and Sith Lords by their works and marks.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Threatening
3Loremaster
4Perceptive
5Crafter
6Linguist
7Alert
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I ignore the rhetoric a person spouts when meeting them, preferring to judge them by action.
2I'm the first to swing a punch, but the last to draw a weapon.
3Danger is my middle name.
4Goodwill is in short supply in the galaxy, and I always try to foster a little more wherever I go.
5Both the Republic and the Empire have tried to crush us under their bootheels. I refuse to yield.
6Defiant to the last isn't good enough. Upon death I will become a force spirit and continue to defy my killer.
7Well-behaved people rarely make history.
8What gave you the idea that I was going to give you a fair fight?
"},"idealOptions":{"value":"
d6Ideal
1Respect. Respect will be shown to everyone, disrespect will be shown to those who earn it. (Lawful)
2Freedom. People should be free to make their own way without interference. (Chaotic)
3Growth. Self-improvement is an unending chore, but one that must be done. (Any)
4Escalation. I will immediately end a hostile situation with all means at my disposal. (Neutral)
5Power. Given our luck with both Jedi and Sith, I need all I can get. (Dark)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I might be a little too enamored with force choking my enemies.
2I am my own worst critic, in everything I do.
3My armor is precision crafted and has served me faithfully. I never give up a chance to prove how well.
4I have a collection of lightsabers from fallen foes, and I love adding to it.
5The Jedi and Sith worship the Force as a religion. I do everything I can to remind them they're just worshipping a hammer.
6The minute you tell me that someone should not be crossed, I'm already crossing them.
"},"bondOptions":{"value":"
d6Bond
1The Jensaarai took me in when nobody else would. I back the order 100%.
2I was once a Jedi, but grew disillusioned by their inactivity.
3I fight for those who cannot fight for themselves.
4I lost my mentor in battle. I will honor their sacrifice by destroying their killer.
5I was able to slough off Dark Side corruption, but I couldn't avoid making amends.
6The powerful use their strength to raise people up, not keep them down.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6jOIxwB8TYnShEJJ","name":"Soldier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army, a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your GM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, a village militia, or perhaps a private company.

"},"flavorName":{"value":"Specialty"},"flavorDescription":{"value":"

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

"},"flavorOptions":{"value":"
d8Specialty
1Officer
2Scout
3Infantry
4Medic
5Quartermaster
6Pilot
7Artisan
8Support Staff
"},"skillProficiencies":{"value":"Choose two from Athletics, Intimidation, Persuasion, and Piloting"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"An insignia of rank, a trophy taken from a fallen enemy, a gaming set (one of your choice), a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and mentally vulnerable."},"featureName":{"value":"Military Rank"},"featureText":{"value":"You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment for temporary use. You can also usually gain access to friendly military encampments where your rank is recognized."},"featOptions":{"value":"
d8Feat
1Brawny
2Threatening
3Charmer
4Ace Pilot
5Entertainer
6Linguist
7Weapon Expert
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8WMQJLQ6JqRcTZUc","name":"Jedi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are a devout follower of the Jedi Order: an ancient, monastic peacekeeping organization united in its observance of the light side of the Force. A noble order of protectors noted for their ability to tap into the power of the Force, the Jedi serve as guardians of peace and justice in the Galactic Republic. You follow the Jedi Code:

\"There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.\"

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Lore, and Persuasion"},"toolProficiencies":{"value":"Artificer's tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of the Jedi code, a set of common clothes including a robe, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Jedi are shaped by their experience in their temple. Their study of the history and tenets of the Jedi Order and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Shelter of the Faithful"},"featureText":{"value":"

As a Jedi, you command the respect of those who are loyal to the Jedi Order. You and your adventuring companions can expect to receive free healing and care at any Jedi temple, and those who support your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific Jedi temple and have a residence there. This could be the temple where you trained, or a temple where you have found a new home. While near your temple, you can call upon the Jedi for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Loremaster
4Charmer
5Linguist
6Crafter
7Healer
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular Jedi, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action. The Force tries to speak to us, we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred Jedi texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of those who don't support the Jedi.
7I've enjoyed fine food, drink, and high society. Rough living grates on me.
8I've spent so long in the Jedi temple that I have little practical experience dealing with people in theworld.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Light)
3Change. We must help bring about the changes the Force is constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the rank of Jedi Master. (Lawful)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of the Force by matching my actions against the Jedi teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in the Force.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an ancient Jedi relic that was lost long ago.
2I will someday get revenge on those who razed my temple.
3I owe my life to the Jedi who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies seek to destroy.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8vC5RRXZBYGlE38K","name":"Office Worker","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced office worker, having been employed by one or more local, planetary, or galactic governments, or one or more private enterprises or syndicates. You have spent plenty of time around the water cooler and still have contacts in the governmental and corporate worlds. Love them or hate them, you know your way around rules and regulations and you function well in structured environments."},"flavorName":{"value":"Office Specialty"},"flavorDescription":{"value":"

There are many kinds of office workers, and within a government or private enterprise, individual members have particular specialties. Choose your role or the department you worked for in your office life or roll on the table below.

"},"flavorOptions":{"value":"
d8Office Specialty
1Accounting
2Droid Management
3Executive Assistant
4Facilities
5Information Technology
6Procurement
7Public Relations
8Sentient Resources
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Lore, and Perception"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an expired data cylinder, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Office workers run the gamut from loyal and effective team member to lazy and incompetent employee. "},"featureName":{"value":"Clerical Augur"},"featureText":{"value":"You have an intuitive understanding of how offices work and can readily fit in to an office environment as if you were meant to be there, as long as no one looks too carefully. Additionally, you know where the true power lies in the office: you know who is likely to know the local gossip and you know who to sweet talk into getting things done for you.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Loremaster
4Perceptive
5Entertainer
6Linguist
7Feigned Confidence
8Snappy Interjection
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3I have little practical experience dealing with people in the world and prefer to work alone.
4I would rather make a new friend than a new enemy.
5I am always figuring out how to implement better procedures to prevent mistakes.
6There is no \"I\" in \"team.\"
7I work to live.
8I live to work.
"},"idealOptions":{"value":"
d6Ideal
1Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
2Superiority. Rules are meant to control the sheep.I'm no sheep. (Chaotic)
3Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
4Greed. I will do whatever it takes to climb to the top. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I put too much trust in those who wield power within my employer's hierarchy.
2I am inflexible in my thinking.
3I like to talk at length about my office job.
4I do anything I can to avoid real work.
5I am not an independent thinker.I need detailed instructions and close supervision.
6I gossip about others to hide my inadequacies.
"},"bondOptions":{"value":"
d6Bond
1I will someday get revenge on the corrupt boss who fired me.
2Everything I do is for the common people.
3I will do anything to protect my employer.
4No one must ever learn that I once stole from my employer.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6I am committed to my group's goals over my own.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9dLzqfXyoY0BWpZt","name":"Pirate","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced pirate. Banditry and raiding are common in the Outer Rim, and little negative stigma is given to pirates. Those that prey on the Empire are sometimes even held in high regard as bold warriors. However, you still have contacts within the criminal underworld and you're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of finer society."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Deception, Intimidation, and Piloting"},"toolProficiencies":{"value":"One type of gaming set, your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":null},"equipment":{"value":"One set of traveler's clothes, a gaming set you are proficient with, poorly wrought maps of Outer Rim worlds in your territory, a small piece of jewelry worth 100 cr from some exotic planet, and a pouch containing 50 cr"},"suggestedCharacteristics":{"value":"Despite the cutthroat nature of the business, pirates come in all shapes and personalities. Some are bloodthirsty brigands who leave no survivors, others are free spirits who believe in strength over weakness. The hardened warriors of deep space can be implacable foes who often form unshakable bonds with their crewmates. The same circumstances that give them their edge can also grind them down, leaving them vulnerable to greed, shame, and the scars of fear and horror left by battle."},"featureName":{"value":"Galactic Scourge"},"featureText":{"value":"You've been from one end of the galaxy to the other. You know the most lucrative trade routes. You have expert knowledge of the various hyperlanes. In addition to this, you know a large number of the models and designs of common space ships that are found in the galaxy. Further, the bonds you formed with your crew are strong, and you can call on their aid even if you've been away from their side for some time. You can expect your former comrades to offer you passage aboard ship, reasonable aid, or shelter when you are in need. Keep in mind that this bond goes both ways, and they may come to you expecting the same."},"featOptions":{"value":"
d8Feat
1Brawny
2Silver-Tongued
3Threatening
4Ace Pilot
5Entertainer
6Specialist
7Feigned Confidence
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I respect my captain and trust my crew. It may be all that saves my life one day.
2Whether the credits comes from the split of the spoils or from a side wager, I'll get my hands on it.
3When my blood gets up, my swearing could boil the icy tundra of Hoth.
4I enjoy spreading the tales of my exploits, no matter who hears.
5I never let witnesses escape from a raid.
6I take what I need, but I don't kill without reason.
7I always have an exit planned.
8I assume everyone else wants to take what I have.
"},"idealOptions":{"value":"
d6Ideal
1Equal Shares. All hands who spend sweat and blood earn their share of the credits. (Lawful)
2Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
3Greater Good. I raid to weaken the Empire that threatens my people, but I don't steal from civilians.(Light)
4Strength. The weak exist to feed the strong, and I am strong. (Dark)
5Crew. A ship is nothing without her crew. Protect your mates. (Neutral)
6Ambition. One day I will be so much more than a captain. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I never back down from a fight.
2When faced with a choice between money and my friends, I usually choose the money.
3I was drunk on watch when my ship was lost to an ambush. I can't set the shame aside.
4I feel I'm entitled to a greater share of the spoils, no matter the circumstances.
5I won't let myself be captured. If a raid goes sour, I'm the first to run for cover.
6I get lost in the thrill of the raid and can't focus on the details of a plan.
"},"bondOptions":{"value":"
d6Bond
1My band and I will be known across the world, and we'll never be forgotten.
2My ill-gotten gains go to support my family.
3Everything I do is for the good of my people.
4My ship and many of her crew were lost to treachery, and I won't rest until I discover who was behind it.
5My ship comes first, and all other loyalties simply pale in comparison.
6A crew member of a ship we raided saved my life, and I don't know how to resolve that debt.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DJISH32Jb0bF4zDN","name":"Dathomir Witch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are a part of one of the many Force-sensitive clans on Dathomir. You and your sisters, under the guidance of the Clan Mother, form powerful connections with one another and the untamed wilds of the planet. Your people are a matriarchal society of warriors who train in the art of war and the usage of both muscle and the Force in combat. While all clans have their own set of rules regarding Force usage, all the clans held one rule above all others: \"Never Concede to Evil.\"

"},"flavorName":{"value":"Witch Clans"},"flavorDescription":{"value":"Dathomir culture is built on the backbone of various clans. The clan you are a part of has it's own history, allegiances, and feuds which shape your persepctive. Choose an option or roll on the table below to determine your clan."},"flavorOptions":{"value":"
d8Witch Clans
1Singing Mountain
2Misty Falls
3Red Hills
4Dreaming River
5Frenzied River
6Great Canyon
7Nightsisters
8Nightbrothers
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Animal Handling, Lore, or Nature"},"toolProficiencies":{"value":"Bioanalysis kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of your clan's book of laws, a set of traveler's clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Dathomir Witches are shaped by their training. They study their book of laws and use it to uphold order and prevent one's turn to the dark side. Their clan and the people around them affects their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Matriarchal Society"},"featureText":{"value":"Other Dathomir Witches know, and will look out for you. If you're ever in need of a place to stay, or a meal to eat, other Dathomir Witches will help you as long as your clans aren't feuding. This could be in the form of shelters, meals, even healing. If the Dathomir Witches are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves. \r\n"},"featOptions":{"value":"
d8Feat
1Acrobat
2Animal Handler
3Loremaster
4Naturalist
5Specialist
6Linguist
7Force-Sensitive
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I try and bring my culture to outsiders.
2I always put my clan first.
3I follow my clan's book of law to the letter.
4I once ran twenty-five miles without stopping to warn my clan of an approaching rival clan. I'd do it again if I had to.
5I place no stock in wealthy or well-mannered folk. Credits and manners won't save you from a hungry rancor.
6I have a lesson for every situation, drawn from observing nature.
7I feel far more comfortable around wildlife than I do society.
8I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole clan. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I stick to my traditions no matter what, even at the cost of others.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, clans, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family and clan is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I am the last of my clan, and it is up to me to keep the traditions of my ancestors alive.
4It is my duty to provide children to sustain my clan.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6I will bring terrible wrath down on those who disrespect my clan.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DrZWIq159o2Bt0Mz","name":"Clone Trooper","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are one of millions: genetically engineered, identical specimens designed to be the perfect soldier. Created from a template provided by the legendary bounty hunter Jango Fett, you represent the latest and greatest evolution in galactic warfare."},"flavorName":{"value":"Clone Specialization"},"flavorDescription":{"value":"While most clones serve as simple soldiers, there are many specialized units. Roll a d8 or choose from the options in the table below to determine your specialization:"},"flavorOptions":{"value":"
d8Clone Specialization
1Trooper
2Commando
3Jet Trooper
4Medic
5Spec Ops
6Ordnance
7Officer
8Scout
"},"skillProficiencies":{"value":"Choose two from Athletics, Medicine, Perception, and Piloting"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"Badge or emblem of your rank, your chosen tools, a set of common clothes, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Clones are trained from birth to be the perfect soldier; over time, they also develop their own personalities. They are universally loyal to the Republic. While clones share genetic coding, no two are completely identical."},"featureName":{"value":"Republic Rank"},"featureText":{"value":"You are a soldier of the Republic. Those loyal to the Republic will respect your status and defer to you if they don't outrank you. You can invoke your position to exert influence over other soldiers, requisition simple equipment, and gain access to military compounds affiliated with the Republic."},"featOptions":{"value":"
d8Feat
1Brawny
2Medic
3Perceptive
4Ace Pilot
5Specialist
6Alert
7Athlete
8Forceful Vigor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always respect my commander.
2I can stare down a krayt dragon without flinching.
3I face problems head-on. A simple, direct solution is the best path to success.
4I have a sense of humor. This is rare among my brothers.
5I judge people by their actions, not their words.
6I've lost too many friends, and I'm slow to make new ones.
7I ask a lot of questions.
8I'll settle for nothing less than perfection.
"},"idealOptions":{"value":"
d6Ideal
1Responsibility. I do what I must and obey just authority. (Lawful)
2Might. Strength, not compassion, wins battles. (Dark)
3Republic. My brothers, the Republic, or people are all that matter. (Any)
4Greater Light. We fight not for ourselves, but for countless of others that can't fight for themselves. (Light)
5Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
6Live and Let Live. Ideals aren't worth killing or going to war over. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1I have little respect for anyone who is of a lesser rank.
2I obey the orders without, even if the orders cause misery.
3I'd rather eat my armor than admit when I'm wrong.
4I judge others harshly, and myself even more severely.
5I am inflexible in my thinking.
6I can't tell a lie for the life of me.
"},"bondOptions":{"value":"
d6Bond
1My honor is my life.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3Those who fight beside me are those worth dying for.
4I fight for those who cannot fight for themselves.
5I would still lay down my life for the people I serve with.
6A proud commander once gave me a horrible beating, and I will take my revenge on any bully I encounter.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F0ayvU0fcSsxct6U","name":"Companion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are experienced in the arts of companionship, and you provide these services for people who can afford to pay it. This may mean adult favors of the sensual variety, but it just as frequently means conversation, comfort, and company."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Acrobatics, Deception, Insight, and Performance"},"toolProficiencies":{"value":"One instrument of your choice or a disguise kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an instrument or disguise kit, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"You enjoy people and you enjoy your work and you enjoy the money it brings. There is no shame in your profession and it is often highly regulated and regimented by factions or the local government. It requires outgoing and adventurous personalities to be a success, and often these traits lead them to adventures of a different sort."},"featureName":{"value":"Sordid Knowledge"},"featureText":{"value":"You have or can gain compromising information about people of importance. You may be able to leverage this information in order to acquire lodging, information, or even money. You may also become a target for having this information. Your GM may rule that any particular individual is either above reproach or is too careful in covering their tracks to provide such leverage."},"featOptions":{"value":"
d8Feat
1Acrobat
2Silver-Tongued
3Empathic
4Performer
5Entertainer
6Specialist
7Linguist
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1People are often hurt and damaged. I try to heal them and leave them stronger than when I meet them.
2I enjoy being in control and manipulating people. It's important that they like me so they do what I say.
3I'm not a laser-brain, although I don't open my mouth to prove people wrong. I let them discover the truth after I have what I want.
4I'm better than those who are more prim and proper, and I'm having more fun.
5I don't really care what happens, it's an easy way to get money for my habit.
6There are so many different kinds of people, and I want to meet them all.
7I never thought this was the life for me, perhaps some brave person will rescue me.
8I like what I do and I resent those who want to rescue me.
"},"idealOptions":{"value":"
d6Ideal
1Sacred. My body is a temple I am duty-bound to share. (Lawful)
2Hedonism. I fill my urges when and where I wish. (Chaotic)
3Loving. Everyone needs attention and love. (Light)
4Exploitation. I take pleasure in toying with people, and taking advantage of them. (Dark)
5Consent. I respect other's desires and wishes. (Neutral)
6Freedom. I want to have the independence to enjoy life. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I have an incurable disease I acquired from a client.
2I am addicted to recreational drugs that dull the pain I feel.
3I no longer practice my old profession, and I fear anyone discovering it.
4I am suspicious of anyone who tries to be nice to me. They only want me to sleep with them.
5Most people are naive children.
6I pretend to be tough, but am broken inside.
"},"bondOptions":{"value":"
d6Bond
1I seek a relationship with the most powerful people in the land, desiring to be the power behind the throne.
2If I can only collect enough credits, I'll be able to pay off my debts and be free.
3I have a sick parent to whom I send all my money.
4My independence is the most important thing in my world.
5I bring happiness to the world one person at a time.
6I have a young child who is my world.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IgvB3RMSetUpL1l0","name":"Gambler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a skilled gambler who spends most of your time in casinos, bar rooms, and gambling dens. Are your activities legal, or do you break the law? Have you ever cheated in a game, or do you play by the rules? No matter what, your life has been one of excitement, chance, and danger."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Sleight of Hand"},"toolProficiencies":{"value":"Two types of gaming sets"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a set of dice, a deck of playing cards, a lucky charm, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"Gambling is your passion, for better or for worse. Most gamblers see their vices as virtues, and overlook things in their pursuit of the rush."},"featureName":{"value":"Let's Make It Interesting"},"featureText":{"value":"You can convince nearly anyone to put up something they aren't normally willing to part with (property or information) in a game of chance. Your GM might rule that they will only agree to a game of their choosing, and they may only agree if they feel the odds are in their favor."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Quick-Fingered
5Entertainer
6Keen Mind
7Observant
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I like to impress everyone I meet with a simple trick or a quick joke.
2I constantly make side bets on everything that happens around me.
3No matter how high the stakes, I always appear calm.
4I try to be unpredictable, so no one will know when I'm bluffing.
5I never back down from a challenge.
6I can't get satisfaction out of something if the stakes are too low.
7I tend to make friends out of enemies, and enemies out of friends.
8I prefer one game above all others.
"},"idealOptions":{"value":"
d6Ideal
1Risk. Nothing worth doing is ever a sure thing. (Chaotic)
2Victory. Never make a bet unless you're sure you can win. (Lawful)
3Greed. Anything that isn't mine soon will be. (Dark)
4Charity. I share my winnings with the less fortunate. (Light)
5Surprise. Life is a game worth playing, because you never know how the dice will land. (Any)
6Laziness. Working is for chumps. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I can't step away from the table when I'm losing.
2I spend money faster than I can make it.
3Everyone has a price. Mine happens to be pretty low.
4I assume everyone is hiding something from me.
5I tend to value money more than people.
6I like to think I could drink anyone under the table, but I'm really a lightweight.
"},"bondOptions":{"value":"
d6Bond
1I owe a lot of money to the wrong kind of people.
2I still keep the first coin I ever won. It's my good luck charm.
3Most of my winnings go to my home.
4Someday I will own my own casino.
5I lost a large sum of money to a con artist; I seek to get it back.
6I hide my gambling behind a normal life. My friends have no idea who I really am.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Iqomt07OVDAv4k05","name":"Spacer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Aboard a star ship in the cold vacuum of space is where you feel most at home. You've spent the majority of your life travelling the stars. Life aboard ships has given you a good understanding of their inner workings. You might be especially skilled as a ship mechanic, a pilot, or support staff."},"flavorName":{"value":"Specialty"},"flavorDescription":{"value":"During your time as a spacer, you had a specific role to play aboard the ship. Roll a d8 or choose from the options in the table below to determine your role:"},"flavorOptions":{"value":"
d8Specialty
1Pilot
2Mechanic
3Support Staff
4Guard
5Ship Medic
6Captain
7Communications Officer
8Ship Cook
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Piloting, and Technology"},"toolProficiencies":{"value":"Your choice of chef's kit, mechanic's kit, or one type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools or a gaming set (one of your choice), a set of common clothes, a small souvenir from your travels, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Spacers come from all walks of life, and the responsibilities of life aboard a ship make them generally reliable as well. Spending so much time on their ship shapes their outlook and forms their most important attachments."},"featureName":{"value":"Well-Traveled"},"featureText":{"value":"As a spacer, you've been from one end of the galaxy to the other. You've traveled along many of the trade routes, and know the safest routes. You have expert knowledge of the various hyperlanes. In addition to this, you know a large number of the models and designs of common space ships that are found in the galaxy."},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Ace Pilot
4Techie
5Specialist
6Entertainer
7Galvanizing Presence
8Inspiring Leader
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1My crewmates know they can rely on me, no matter what.
2I work hard so that I can play hard when the work is done.
3I enjoy traveling into new systems and making new friends over a drink.
4I stretch the truth for the sake of a good story.
5To me, a bar brawl is a nice way to get to know a new city.
6I never pass up a friendly wager.
7The best way to get me to do something is to tell me I can't do it.
8I like a job well done, especially if I can convince someone else to do it.
"},"idealOptions":{"value":"
d6Ideal
1Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Light)
2Fairness. We all do the work, so we all share in the rewards. (Lawful)
3Freedom. Space is freedom—the freedom to go anywhere and do anything. (Chaotic)
4Mastery. I'm a predator, and the other ships we come across are my prey. (Dark)
5People. I'm committed to my crewmates, not to ideals. (Neutral)
6Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I follow orders, even if I think they're wrong.
2I'll say anything to avoid having to do extra work.
3Once someone questions my courage, I never back down no matter how dangerous the situation.
4Once I start drinking, it's hard for me to stop.
5I can't help but pocket loose coins and other trinkets I come across.
6My pride will probably lead to my destruction.
"},"bondOptions":{"value":"
d6Bond
1I'm loyal to my captain first, everything else second.
2The ship is most important—crewmates and captains come and go.
3I'll always remember my first ship.
4I will become the greatest captain that ever lived.
5I was cheated out of my fair share of the profits, and I want to get my due.
6Ruthless space pirates murdered my captain and crewmates, stole all we owned, and left me lo die. Vengeance will be mine.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IyBWo0tH6xDx0axs","name":"Faction Adventurer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Adventuring is nothing new to you. Due to the circumstances of how you were raised, you have been involved with wandering heroes for most of your life. Maybe you were part of an adventuring band previously, but split with them after a disagreement or tragedy. Or, perhaps you worked around heroes in a lesser role for most of your young life, and you are now ready to graduate to the front lines."},"flavorName":{"value":"Adventuring Origin"},"flavorDescription":{"value":"You have either been adventuring or assisting other in adventuring since a very young age. Perhaps your parents were famous adventurers, or a group of adventurers found and raised you as their own. Perhaps you were trained to be a professional monster hunter, or maybe another faction member saved your life so you swore loyalty to them. Work with your GM to determine the nature of your adventuring."},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Athletics, Investigation, Nature, and Survival"},"toolProficiencies":{"value":"Your choice demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"50 feet of rope, a small knife, a trophy, a set of traveler's clothes, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"Adventurers are well adjusted to life on the road. They are often comfortable doing dangerous things like dungeoneering and fighting and can stay level-headed in the face of danger, but they may not be so well adapted to other parts of life."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

You are an established and respected member of an adventurer's faction, allowing you to rely on certain benefits that membership provides. If you are in a town with a headquarters for your adventurer's faction and you are in good standing with the faction, you will be allowed to look at the job postings and find adventuring work to earn money.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Brawny
2Investigator
3Naturalist
4Survivalist
5Specialist
6Linguist
7Alert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I can't bring myself to ignore a cry for help.
2I hold onto every mildly interesting item I find, in case it comes in handy someday.
3After all the weirdness I've seen on my travels, nothing can surprise me.
4I spit and laugh in the face of danger.
5Giving up is never an option for me.
6I feel more at home in monster-infested dungeons than in civilized society.
7I fill silence with wacky stories about my past misadventures, which may or may not be exaggerated.
8My sense of humor is as dark and grim as the dungeons I explore.
"},"idealOptions":{"value":"
d6Ideal
1Adventure. All I want is to travel the world and see amazing things. (Any)
2Heroism. I am dedicated to helping people in need. (Light)
3Order. I use my power to save the world from the forces of destruction and chaos. (Lawful)
4Excitement. An ordinary life is boring, I'd rather travel around and find trouble. (Chaotic)
5Power. The more powerful enemies I defeat, the stronger I become. (Neutral)
6Aspiration. I want to go down in history as a brave, powerful hero. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I default to solving problems with violence even when it's unwise or immoral.
2I expect to be lavished with praise whenever I do my job, and I get mad when no one acknowledges me.
3All members of \"Dark\" species must be Dark, so I will never trust them.
4Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
5My habit of looting dungeons makes me swipe things I shouldn't.
6A monstrous enemy I faced in the past still leaves me quivering with fear.
"},"bondOptions":{"value":"
d6Bond
1I carry with me a strange artifact that I found in a dungeon, but I don't know what it's for.
2My adventuring party means the world to me.
3I have sworn to hunt down the monster or villain who killed my former adventuring party.
4I adventure in order to bring honor (or money) to my family.
5There is a faraway place I've always wanted to visit, and I won't stop until I make it there.
6All I want is to make the ones who trained me in the way of adventuring proud.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"K9zrvYKnb3y0qxvh","name":"Outlaw","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a notorious free adventurer who, due to unfortunate circumstances, has lost favor with the law. However, being of the common people, they protect you due to your just nature. A protector of the people, a thorn in the side of authorities."},"flavorName":{"value":"Defining Event"},"flavorDescription":{"value":"Though you were once just a commoner, a specific event caused you to drastically change your lifestyle and take off for a life of dangerous wandering, or perhaps revenge. Choose or randomly determine a defining event that marked you as an outlaw."},"flavorOptions":{"value":"
d10Defining Event
1I stood up to a tyrant's agents.
2I stole from a corrupt Lord to help the poor.
3I broke into a tyrant's castle and stole weapons to arm the people.
4I failed to assassinate a tyrant.
5I loved a noble, and was caught in bed with them.
6I robbed a bank with unfair interest rates.
7I murdered a pedophilic priest to save local children.
8I received a heroic calling from a mysterious creature.
9I was framed for a crime I didn't commit.
10Outlaw by choice.
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Athletics, Insight, and Survival"},"toolProficiencies":{"value":"Disguise kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A hunting trap, an iron pot, a set of traveler's clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"An outlaw is a hero for the common people who takes pride in his humble origins and revels in disrupting authority to help those he's close to."},"featureName":{"value":"Notorious"},"featureText":{"value":"Since you come from the ranks of the common folk, you fit among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you've shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you."},"featOptions":{"value":"
d8Feat
1Acrobat
2Brawny
3Empathic
4Survivalist
5Specialist
6Linguist
7Alert
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I'm confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Dark)
5Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.
"},"bondOptions":{"value":"
d6Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KCBqF3X1EiI2DAhA","name":"Student","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the galaxy's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge.

The most well-known of the galaxy's fonts of knowledge is the Library of the Republic. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Coruscant's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Lore, Investigation, and Nature"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A set of common clothes, a datapad and 10 data cards, a book on the subject of your current study, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Cloistered scholars are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, they value knowledge highly—as a worthy goal in itself, or as a means to a desirable end."},"featureName":{"value":"Library Access"},"featureText":{"value":"

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, powerful, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the galaxy, as professional courtesy shown to a fellow scholar.

"},"featOptions":{"value":"
d8Feat
1Empathic
1Loremaster
2Investigator
4Naturalist
5Linguist
6Keen Mind
7Observant
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I use polysyllabic words that convey the impression of great erudition.
2I've read every book in the world's greatest libraries—or I like to boast that I have.
3I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
4There's nothing I like more than a good mystery.
5I'm willing to listen to every side of an argument before I make my own judgment.
6I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
7I am horribly, horribly awkward in social situations.
8I'm convinced that people are always trying to steal my secrets.
"},"idealOptions":{"value":"
d6Ideal
1Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2Beauty. What is beautiful points us beyond itself toward what is true. (Light)
3Logic. Emotions must not cloud our logical thinking. (Lawful)
4No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5Power. Knowledge is the path to power and domination. (Dark)
6Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am easily distracted by the promise of information.
2Most people scream and run when they see a monster. I stop and take notes on its anatomy.
3Unlocking an ancient mystery is worth the price of a civilization.
4I overlook obvious solutions in favor of complicated ones.
5I speak without really thinking through my words, invariably insulting others.
6I can't keep a secret to save my life, or anyone else's.
"},"bondOptions":{"value":"
d6Bond
1It is my duty to protect my students.
2I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3I work to preserve a library, university, scriptorium, or monastery.
4My life's work is a series of tomes related to a specific field of lore.
5I've been searching my whole life for the answer to a certain question.
6I sold my soul for knowledge. I hope to do great deeds and win it back.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KoaeGKRbjWB0cOyu","name":"Courtier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in Coruscant's upper echelons, or perhaps you traveled in Nar Shaddaa's baroque and sometimes cutthroat conglomeration of factions, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries on Dromund Kaas, or you might have grown up on some other affluent planet.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Survival"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A set of fine clothes and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization."},"featureName":{"value":"Court Functionality"},"featureText":{"value":"Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Survivalist
5Linguist
6Actor
7Practiced
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I'm well known for my work, so I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The location where I learned my trade is the most important place in the world to me.
2I created a great work for someone unworthy to receive it. I'm still looking for someone worthy.
3I owe someone a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"M31h8d6HyQrhVozm","name":"Crime Lord","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Few societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either through vision, organisation, or sheer intimidation. The life of a crime lord isn't for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top, but also to stay alive."},"flavorName":{"value":"Criminal Motivation"},"flavorDescription":{"value":"Not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage guerilla wars against tyrants and despots. Indeed, some historical heroes began as smugglers or pirates, rising through the ranks of their organization to provide a more noble direction for their group's activities. Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of evil is a more important long-term goal. Choose the motivation behind your criminal enterprise, or roll on the table below."},"flavorOptions":{"value":"
d8Criminal Motivation
1Desperation
2Freedom
3Infamy
4Love
5Malice
6Profit
7Respect
8Revenge
"},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Persuasion"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A fine set of clothes, a gaming set (one of your choice), and a purse containing 250 cr"},"suggestedCharacteristics":{"value":"Crime lords might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. Unlike common thieves, some crime lords even have some respect for law and authority, with whom they play a cat-and-mouse type game."},"featureName":{"value":"Criminal Network"},"featureText":{"value":"You have access to an extensive network of organised crime. You know how to get messages to and from local contacts, even over great distances; you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Charmer
5Entertainer
6Linguist
7Inspiring Leader
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
4I would rather make a new friend than a new enemy.
5I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6My favor, once lost, is lost forever.
7If you do me an injury, I will crush you, ruin your name, and salt your fields.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I secretly believe that everyone is beneath me.
2When faced with a choice between money and my friends, I usually choose the money.
3I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4The common folk must see me as a hero of the people.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OrjmyVOK2feWrUMm","name":"Barbarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of your tribe.

\n

Your people have always tried to hold to the old ways. Tradition and taboo have kept your tribe strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why your tribe chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of your tribe led bands back to the old ways, and most of your people abandoned the soft ways of civilization.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Nature, and Survival"},"toolProficiencies":{"value":"One type of musical instrument or artisan's implements"},"languages":{"value":"One of your choice"},"equipment":{"value":"A hunting trap, a totemic token or set of tattoos marking your loyalty to your tribe, a set of traveler's clothes, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Often considered rude and uncouth among civilized folk, barbarians have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders."},"featureName":{"value":"Barbarian Heritage"},"featureText":{"value":"

You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the worlds. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.

Additionally, you can call upon the hospitality of other tribes in times of need.

"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Naturalist
4Survivalist
5Entertainer
6Crafter
7Athlete
8Weapon Expert
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry rancor.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wampas.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the Darkdoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PF4u78LQPychQdVA","name":"Smuggler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You have spent your life hiding in the darkness, making shady deals behind closed doors. What led you to engage in a life of crime? Do you crave the thrill of lawbreaking, or did you enter the profession to pay off a debt, risking your hide on behalf of a less than honorable noble? A smuggler is an individual trained in the art of acquisition, a professional thug who can deliver anything... for a price. Smugglers tend to be more bolder criminals than most, preferring bribery or distraction over subterfuge and stealth."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Piloting, Sleight of Hand, and Stealth"},"toolProficiencies":{"value":"One type of gaming set and your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":null},"equipment":{"value":"A fusion cutter, a set of dark common clothes including a hood, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Smugglers might seem like villains on the surface, and many of them are nefarious to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but spies rarely show any respect for law or authority. "},"featureName":{"value":"Careful Selection"},"featureText":{"value":"Some close brushes with the law have taught you that not every city guard can be bribed, and some people are simply too keen to miss minute discrepancies. This feature allows you to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than you. It does not reveal how expensive a bribe may be for a given situation, however."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Ace Pilot
3Quick-Fingered
4Stealthy
5Entertainer
6Specialist
7Feigned Confidence
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am extremely sociable, especially over a mug of ale.
2I always keep my wares close to me, you never know who might stumble across them otherwise.
3The best way to hide is out in the open.
4I'm a terrible gossip.
5Being seen with any unsavory figures is a sure way to undermine my work, which is why I work out of sight.
6Deflecting questions has become second nature to me, so I rarely answer straight.
7I have dozens of identities and live in constant fear of answering to the wrong name.
8I act irrationally confident in the face of danger, nobody suspects anything when you seem like you're in charge.
"},"idealOptions":{"value":"
d6Ideal
1Morals. I only smuggle things to improve the lives of the common folk. (Light)
2Ruthless. I will rise to the top of the heap by any means necessary. (Dark)
3Friendship. My associates are dear to me, and I want them to rise with me when I hit it big. (Lawful)
4Dauntless. No border crossing or bribe is too difficult- that's just the coward's way of saying exciting! (Chaotic)
5Greater. Good I work for a greater cause, and ply my trade only in service to it. (Any)
6Unperturbed. I only want to make a living for myself, and smuggling is just an edge I can use to do so. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1\"Trust nobody, not even yourself.\" I am plagued by paranoia.
2I'm so charismatic that sometimes I woo myself. Who am I, Narcissus?
3Money is my greatest motivator. I'll do almost anything given enough of it, even if I'll regret it later.
4I would betray anyone to save my own skin.
5I detach myself from the results of my actions in order to sleep better at night.
6Someone who knows me well might call me \"two-faced\" but those who don't have no idea what hit 'em.
"},"bondOptions":{"value":"
d6Bond
1A corrupt official shut me down back in my honest days. I aim to show him a thing or two about recovery.
2I never wanted to be a criminal, but it pays the bills.
3A bloodthirsty pirate stole a shipment from me and killed a dear friend of mine. I will have my vengeance.
4Someone I cared about discovered my profession and has publicly denounced me, and I am caught between protecting my reputation and restoring our relationship.
5My love interest is someone who once stole from right under my nose- but they have no idea who I am or how much I admire them for their accomplishment.
6My business partners are closer to me than my family.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PKE8YQyBQFmHJaYA","name":"Lawyer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Your duty is to uphold the law. Before becoming an adventurer you resided over a court or tribunal, managing proceedings and sentencing criminals to punishments fit for their crimes. Your job required a deep understanding of the law which you used to resolve conflicts both clear-cut and morally grey.

The legal system on the planet where you worked has a large effect on how you view the law. Was it a court system with a jury making the final verdict, or did you have absolute authority over determining guilt and sentencing? Was it a fair legal system with plenty of integrity, or was it rife with abuse and corruption? Did you work on criminal cases, civil law, or something even more specific? Perhaps instead of working for a government you were a judge in an internal tribunal for a temple or military organization.

Consider what compelled you to leave your old occupation behind and begin adventuring. Perhaps you seek to bring someone beyond the scope of law to justice, or maybe you have lost faith in the legal system altogether and have turned to a vigilante approach.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Performance, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"Documentation of your station, a book of law, a formal uniform you wear to court, a set of common clothes, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"A lawyer's career is centered on issues of right, wrong, and punishment, so they will approach adventuring through a similar lens. They are used to being respected and in control, leading many of them to struggle with wild, Any situations."},"featureName":{"value":"Legal Authority"},"featureText":{"value":"

You are familiar with the letter of the law and workings of courts, at least on the planet that you were a judge in. If you are in a foreign place where you are not familiar with their exact laws, you often will be able to track down the resources you need to learn them.

If you or your party gets into legal trouble, your experience may help you get out of it. If you can prove your credentials, you might be able to represent your party in a court of law without admonishment. You may know of legal loopholes that will help your case. If you are in the region where you originally worked, you might have past connections with many legal professionals there.

"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Performer
4Charmer
5Linguist
6Actor
7Observant
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I quote the law like a religious fanatic quotes scripture.
2I bang my weapon like a gavel whenever I want a rowdy group's attention.
3I remain impartial when making decisions, even when I should have biases and loyalties.
4Evidence is necessary to back up any claim.
5I insist on settling all party disagreements through fake court proceedings.
6I have to hear all sides of a story, but I secretly hate listening to people whine about how unfairly they're treated.
7I am happy to make sacrifices for the sake of fairness.
8I will not attack a person unless someone can prove they are doing something wrong.
"},"idealOptions":{"value":"
d6Ideal
1Law. I will follow the letter of the law always, no matter what I believe. (Lawful)
2Justice. My duty is to fight for the disenfranchised underdog. (Light)
3Reform. Laws can be corrupt, and I strive to free people from the bad ones. (Chaotic)
4Punishment. I will punish all those who have committed great Darks. (Lawful)
5Control. I enforce the law only where it benefits myself. (Dark)
6Stability. The purpose of the law is to keep civilization from collapsing. That spirit of that goal is more important than the letter of the law. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1Mercy is a foreign concept to me.
2I am unwilling to admit when I am wrong.
3I become unreasonably enraged at even the slightest injustice.
4I expect others to adhere to the law, but I act like i am above it.
5If there isn't a law in the books to handle a moral dilemma, I can't make a decision.
6The punishments I deal are cruel and unusual.
"},"bondOptions":{"value":"
d6Bond
1A dangerous criminal is on the loose, and I plan to hunt them down.
2All those who strive to uphold the law are my allies.
3I have sentenced an innocent man to a horrible punishment, and the guilt still haunts me.
4There is an ethical cause that I would give my life for.
5I dream of memorizing the laws of every civilization.
6I am enamored with the legal system of my own culture, and want to spread its tenets everywhere.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QrA974qwaJkrpkPY","name":"Criminal","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society."},"flavorName":{"value":"Criminal Specialty"},"flavorDescription":{"value":"Individual criminals often have particular specialties, whether a part of an organization or a solo endeavor. Choose the role you played in your criminal life, or roll on the table below."},"flavorOptions":{"value":"
d8Criminal Specialty
1Blackmailer
2Burglar
3Enforcer
4Fence
5Highway robber
6Hired killer
7Pickpocket
8Thug
"},"skillProficiencies":{"value":"Choose two from Deception, Intimidation, Sleight of Hand, and Stealth"},"toolProficiencies":{"value":"One type of gaming set, your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":null},"equipment":{"value":"A set of common clothes with a hood, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. "},"featureName":{"value":"Criminal Contact"},"featureText":{"value":"You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Threatening
3Quick-Fingered
4Stealthy
5Entertainer
6Specialist
7Feigned Confidence
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RR65bY8zATqg7i1o","name":"Hermit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You lived in seclusion—either in a community or alone—for a formative part of your life. In your time apart from society, you found quiet, solitude, and perhaps some of the answers you were looking for."},"flavorName":{"value":"Life of Seclusion"},"flavorDescription":{"value":"

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your GM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

"},"flavorOptions":{"value":"
d6Life of Seclusion
1I was partaking of communal living in accordance with the dictates of a religious order.
2I retreated from society after a life-altering event.
3I needed a quiet place to work on my art, literature, music, or manifesto.
4I needed to commune with nature, far from civilization.
5I was the caretaker of an ancient ruin or relic.
6I was in search of a place of spiritual significance.
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Lore, Medicine, and Nature"},"toolProficiencies":{"value":"Bioanalysis kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A diary of your experiences, a winter blanket, a set of common clothes, a bioanalysis kit, and 50 cr"},"suggestedCharacteristics":{"value":"Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. Some few are driven slightly mad by their isolation."},"featureName":{"value":"Discovery"},"featureText":{"value":"The seclusion of your hermitage gave you access to a unique and powerful discovery. The nature of this revelation depends on the nature of your seclusion. You might have discovered a great truth about the cosmos or the Force, a fact that has long been forgotten, a relic of the past that could rewrite history, or a place unseen for ages. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your GM to determine the details of your discovery and its impact on the campaign.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Loremaster
3Medic
4Naturalist
5Specialist
6Alert
7Dungeon Delver
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2I am utterly serene, even in the face of disaster.
3The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
4I feel tremendous empathy for all who suffer.
5I'm oblivious to etiquette and social expectations.
6I connect everything that happens to me to a grand, cosmic plan.
7I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
8I am working on a grand philosophical theory and love sharing my ideas.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Light)
2Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4Power. Solitude and contemplation are paths toward mystical power. (Dark)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6Self-Knowledge. If you know yourself, there's nothing left to know. (Any)
"},"flawOptions":{"value":"
d6Flaw
1Now that I've returned to the world, I enjoy its delights a little too much.
2I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
3I am dogmatic in my thoughts and philosophy.
4I let my need to win arguments overshadow friendships and harmony.
5I'd risk too much to uncover a lost bit of knowledge.
6I like keeping secrets and won't share them with anyone.
"},"bondOptions":{"value":"
d6Bond
1Nothing is more important than the other members of my hermitage, order, or association.
2I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
4I entered seclusion because I loved someone I could not have.
5Should my discovery come to light, it could bring ruin to the world.
6My isolation gave me great insight into a great Dark that only I can destroy.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"THNb8EKftqwZA1Un","name":"Laborer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced laborer and come from a humble social rank. You work with your hands, and anything worth doing is worth doing well. Your life is full of hard work and too little respect for your efforts, but you share a deep camaraderie with your fellow workers."},"flavorName":{"value":"Labor Specialty"},"flavorDescription":{"value":"

There are many kinds of manual laborors, skilled and unskilled. Choose your field or specialty or roll on the table below.

"},"flavorOptions":{"value":"
d8Labor Specialty
1Construction
2Droid Repair
3Electrician
4Facilities Maintenance
5Logistics/Shipping
6Manufacturing
7Mechanic
8Plumbing/HVAC
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Survival, and Technology"},"toolProficiencies":{"value":"One type of gaming set and one set of artisan's implements"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a sturdy knife, a gaming set (one of your choice), and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Laborers run the gamut from independent operator and owners to lazy and incompetent employees. "},"featureName":{"value":"Working Class"},"featureText":{"value":"You have a contact that acts as your liaison to a union or faction. You know how to reach your contact at all times. Your contact can provide you with the means to requisition equipment used in manufacturing or shipping.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Survivalist
4Techie
5Entertainer
6Crafter
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am quiet and reserved. I rarely raise my voice or object.
2I take pride in what my hands create or fix.
3I have little respect for people who call others to fix their problems.
4I am fiercely independent.
5I look down on book learning and take pride in my street-smarts.
6I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have.
7I work to live.
8I live to work.
"},"idealOptions":{"value":"
d6Ideal
1Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
2Superiority. Rules are meant to control the sheep.I'm no sheep. (Chaotic)
3Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
4Greed. I will do whatever it takes to climb to the top. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I put too much trust in those who wield power within my employer's hierarchy.
2I am inflexible in my thinking.
3I like things more than people.
4I do anything I can to avoid real work.
5I am not an independent thinker.I need detailed instructions and close supervision.
6I gossip about others to hide my inadequacies.
"},"bondOptions":{"value":"
d6Bond
1I will someday get revenge on the corrupt boss who fired me.
2Everything I do is for the common people.
3I will do anything to protect my co-workers.
4No one must ever learn that I once stole from my employer.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6I am committed to my group's goals over my own.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"U4u51Iql70Mny6nx","name":"Nomad","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Medicine, and Survival"},"toolProficiencies":{"value":"One type of musical instrument"},"languages":{"value":"One of your choice"},"equipment":{"value":"A walking stick, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Often considered rude and uncouth among civilized folk, nomads have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world are the most important bonds to nomads."},"featureName":{"value":"Wanderer"},"featureText":{"value":"You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth."},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Medic
4Survivalist
5Entertainer
6Linguist
7Dungeon Delver
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry rancor.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wampas.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the Darkdoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VJY4aiKObzMTVcq9","name":"Mandalorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a child of Mandalore. As a member of the most renowned warrior culture in history, your people are known for being strong and hardy. Mandalorian culture is built around the honor and glory that come from victory in battle."},"flavorName":{"value":"Mandalorian Clan"},"flavorDescription":{"value":"Mandalorian culture is built on the backbone of various clans. The clan you are a part of has it's own history, allegiances, and fueds which shape your persepctive. Choose an option or roll on the table below to determine your clan."},"flavorOptions":{"value":"
d8Mandalorian Clan
1Vizsla
2Fett
3Kryze
4Ordo
5Wren
6Lok
7Cadera
8Clanless
"},"skillProficiencies":{"value":"Choose two from Athletics, Intimidation, Piloting, and Survival"},"toolProficiencies":{"value":"One set of artisan's implements"},"languages":{"value":"Mando'a"},"equipment":{"value":"A set of traveler's clothes, a trophy from a previous victory, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Mandalorians are a meritocracy where birthplace, rank, status, and citizenship mean nothing. You are what you do. Mandalorians live by the Resol'nare (the \"Six Actions\"). As a true Mandalorian you should strive to live by this code as much as possible by remaining honorable. Your flaw(s) might consist of any dishonor you've committed, or even being too honorable."},"featureName":{"value":"Child of Mandalore"},"featureText":{"value":"Other Mandalorians know, and will look out for you. If you're ever in need of a place to stay, or a meal to eat, other Mandalorians will help you as long as your clans aren't feuding. This could be in the form of shelters, meals, even healing. If the Mandalorians are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves."},"featOptions":{"value":"
d8Feat
1Brawny
2Threatening
3Ace Pilot
4Survivalist
5Crafter
6Durable
7Weapon Expert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I try and bring my culture to outsiders.
2I always put my clan first.
3I follow the Resol'nare to the letter.
4I love a good spar.
5I enjoy traveling the galaxy.
6I keep a small trophy on me to remind me of a past victory.
7I view the force as dishonorable in combat.
8I've seen the horrors of battle and try to prevent it.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. I live by my clan's ways, and will continue to do so. (Lawful)
2Power. I strive to be the best warrior, no matter who stands in my way. (Dark)
3Respect. I have earned the respect of many, and I intend to keep it. (Light)
4Freedom. I enjoy having the ability to do whatever I want. (Chaotic)
5Comradery. I'll put everything on the line for those dear to me. (Any)
6Aspiration. I'll succeed in my goals, it just takes time and effort. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I look down on outsiders.
2I have no respect for anyone who flees. Cowardice is unacceptable.
3I don't see much use in talking, a blaster is all I need to make my point.
4I stick to my traditions no matter what, even at the cost of others.
5I retreated once, and I've regretted it ever since.
6I value a victory regardless of the ethics behind the victory.
"},"bondOptions":{"value":"
d6Bond
1I lost someone dear to me in battle, I will always honor them.
2Honor is everything to me.
3I will lay down my life for those beside me.
4I must keep the traditions of my ancestors alive.
5No matter where I go, Mandalore is my home.
6In death, I will find glory.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XIh1KZdQbMJoPrF9","name":"Force Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are keenly attuned to the flow of the mysterious energy field known as the Force. With proper training, you could learn to consciously sense and manipulate that energy further. As it is, you may appear to have heightened senses, extremely quick reflexes, an intuitive understanding of others, or an uncanny ability to persuade people to your way of thinking. Your powers may have lain dormant for a long time, perhaps you felt something inside of you but never knew what it was. Perhaps your abilities were awoken by a strong encounter with another force-sensitive with the powers of the Force, or an object associated with the Force, such as a lightsaber."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Perception, and Persuasion"},"toolProficiencies":{"value":"Two of your choice of artisan's implements, gaming sets, or musical instruments"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a sturdy knife, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Force adepts can come from all walks of life and have varied life experiences. Often, though, there is an underlying influence that the Force has on the personalities of Force Adepts, especially once they begin to be conscious of their connection to the Force. "},"featureName":{"value":"Guided by the Force"},"featureText":{"value":"When you attempt to learn a piece of knowledge, you often instinctively know where or from whom you can obtain it. Usually, this information comes from a seemingly random person, book, or data file. Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Perceptive
4Charmer
5Crafter
6Entertainer
7Force of Personality
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I see omens in every event and action. The Force tries to speak to us, we just need to listen.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3The Force has chosen me for a greater purpose.I am destined for greatness.
4I would rather make a new friend than a new enemy. We are all connected to each other.
5I've always been good at everything and things come to me naturally, but I am proud of my accomplishments.
6I don't pay attention to the risks in a situation. The odds are always in my favor.
7The best way to get me to do something is to tell me I can't do it.
8My emotions sometimes get the most of me, but they help me succeed.
"},"idealOptions":{"value":"
d6Ideal
1Dilligence. I seek to prove myself worthy of the Force by matching my actions against the Jedi teachings. (Lawful)
2Change. We must help bring about the changes the Force is constantly working in the world. (Chaotic)
3Redemption. There's a spark of good in everyone. (Light)
4Power. I will do whatever it takes to have power. (Dark)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Neutral)
6Growth. Self-improvement is an unending chore, but one that must be done. (Any)
"},"flawOptions":{"value":"
d6Flaw
1My faith in the Force sometimes leads me to blindly trust others that profess that same faith.
2The Jedi and Sith worship the Force as a religion. I think they are idiots for worshipping a hammer.
3I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
4I have trouble trusting in my allies that don't share my connection to the Force.
5I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I'm searching for instruction in the ways of the Force.
2I am fully dedicated to the will of the Force.It leads and I follow.
3I must return a relic to the temple it was taken from.
4I will become the greatest user of the Force that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aiBPuaLODR08hveu","name":"Noble","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with manual labor, a former merchant just elevated to the nobility, or an honest, hard-working landowner who cares deeply about the people who live and work on your land.

Work with your GM to come up with an appropriate title and determine how much authority that title carries, as well as your family and their influence on you. Is your family old and established, or was your title only recently bestowed? How much influence do they wield, how do people regard them?

What's your position in the family? Are you the heir to the head of the family or the head itself? Are you far down the line of succession? How does the head of your family feel about your adventuring career? Are you in your family's good graces?

Does your family have a coat of arms you might wear, a signet ring, or particular colors?

These details help establish your family and your title as features of the world of the campaign.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Lore, and Persuasion"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of fine clothes, a signet ring, a letter of pedigree, and a purse containing 250 cr"},"suggestedCharacteristics":{"value":"Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble."},"featureName":{"value":"Position of Privilege"},"featureText":{"value":"Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Loremaster
4Charmer
5Entertainer
6Linguist
7Inspiring Leader
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2The common folk love me for my kindness and generosity.
3No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4I take great pains to always look my best and follow the latest fashions.
5I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7My favor, once lost, is lost forever.
8If you do me an injury, I will crush you, ruin your name, and salt your fields.
"},"idealOptions":{"value":"
d6Ideal
1Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Light)
2Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
4Power. If I can attain more power, no one will tell me what to do. (Dark)
5Family. Blood runs thicker than water. (Any)
6Noble Obligation. It is my duty to protect and care for the people beneath me. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I secretly believe that everyone is beneath me.
2I hide a truly scandalous secret that could ruin my family forever.
3I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4I have an insatiable desire for carnal pleasures.
5In fact, the world does revolve around me.
6By my words and actions, I often bring shame to my family.
"},"bondOptions":{"value":"
d6Bond
1I will face any challenge to win the approval of my family.
2My house's alliance with another noble family must be sustained at all costs.
3Nothing is more important than the other members of my family.
4I am in love with the heir of a family that my family despises.
5My loyalty to my sovereign is unwavering.
6The common folk must see me as a hero of the people.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bYURF6K7SKWH4SUH","name":"Faction Merchant","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Instead of an artisans' faction, you might belong to a faction of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others. Your faction might be a large merchant consortium (or family) with interests across the galaxy. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan."},"flavorName":{"value":"Faction Business"},"flavorDescription":{"value":"Factions are generally found in cities large enough to support several artisans practicing the same trade. However, your faction might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your GM to determine the nature of your faction."},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A letter of introduction from your faction, a set of traveler's clothes, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Faction merchants are among the most ordinary people in the world—until they abscond to take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a factionhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Charmer
5Linguist
6Haggler
7Inspiring Leader
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The workshop where I learned my trade is the most important place in the world to me.
2I commissioned a great work for someone unworthy of it; I now search for someone worthy.
3I owe my faction a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dcqVW5Z60JmbE3Vj","name":"Faction Artisan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a member of an artisan's faction, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your faction, until you became a master in your own right."},"flavorName":{"value":"Faction Business"},"flavorDescription":{"value":"Factions are generally found in cities large enough to support several artisans practicing the same trade. However, your faction might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your GM to determine the nature of your faction.\r\n"},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Athletics, Insight, Persuasion, and Technology"},"toolProficiencies":{"value":"One type of artisan's implements, biochemist's kit, or chef's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools (one of your choice), a letter of introduction from your faction, a set of traveler's clothes, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Faction artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a factionhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Charmer
4Techie
5Crafter
6Specialist
7Linguist
8Haggler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The workshop where I learned my trade is the most important place in the world to me.
2I created a great work for someone, and then found them unworthy of it; I now search for someone worthy.
3I owe my faction a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eOpE0XX7z0jx8lwI","name":"Sith","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are an acolyte of the Sith Order: an ancient order of Force-wielders devoted to the dark side of the Force. Emerging as a divergent faction to the Jedi Order, the Sith are mortal enemies of the Jedi and fight against them. Driven by emotions such as hate, anger, and greed, the Sith are deceptive and ultimately obsessed with amassing power no matter the cost. You follow the Sith Code:

\"Peace is a lie. There is only passion.
Through passion I gain strength.
Through strength I gain power.
Through power I gain victory.
Through victory my chains are broken.
The Force shall free me.\"

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Lore"},"toolProficiencies":{"value":"Artificer's tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of the Sith code, a set of common clothes including a robe, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Sith are shaped by their training. They study the Sith code and use it to oppress the weak and quell resistance. Their study of the Sith code affects their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Asylum by the Fearful"},"featureText":{"value":"

As a Sith, you instill fear in those who are aware of your standing. You and your adventuring companions can expect to receive free healing and care at any Sith temple, and those who are aware of your nature will support you (but only you) at a modest lifestyle.

You might also have ties to a specific Sith temple and have a residence there. This could be the temple where you trained, or a temple where you have found a new home. While near your temple, you can call upon the Sith for assistance, provided the assistance you ask for benefits them and you remain in good standing with your temple.

"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Loremaster
5Linguist
6Crafter
7Force of Personality
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular Sith, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action. The Force tries to speak to us, we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred Sith texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of those who don't support the Sith.
7I've enjoyed fine food, drink, and high society. Rough living grates on me.
8I've spent so long in the Sith temple that I have little practical experience dealing with people in theworld.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Any)
2Disdain. I never try to help those in need, regardless of how simple it would be. (Dark)
3Change. We must help bring about the changes the Force is constantly working in the world. (Any)
4Power. I hope to one day rise to the rank of Dark Lord of the Sith. (Any)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Any)
6Aspiration. I seek to prove myself worthy of the Force by matching my actions against the Sith teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in the Force.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an ancient Sith relic that was lost long ago.
2I will someday get revenge on those who razed my temple.
3I owe my life to the Sith who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies seek to destroy.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"epdUhaALxnzAGHkt","name":"Farmer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced farmer, cultivating and harvesting nature for the provision of others. You have spent a lot of time surviving outside population centers, but know how to sell your product either directly or to merchants, legal or otherwise. Because you deal with commodities, either as input or as produce, you know how to get things done and how to live on razor-thin margins. You have survived up to this point by working long, hard, and smart."},"flavorName":{"value":"Farming Specialty"},"flavorDescription":{"value":"There are as many kinds of farmers as there are things to harvest. Even farmers who provide for all their own needs have deep experience in one type of farming over others. Choose your harvest, or roll on the table below.\r\n\r\n|d8|Harvest|\r\n|:---:|:----------:|\r\n|1|Cereal Crops|\r\n|2|Drug Compounds|\r\n|3|Fibrous Plants|\r\n|4|Herbs & Spices|\r\n\r\n|d8|Harvest|\r\n|:---:|:----------:|\r\n|5|Insect Products|\r\n|6|Livestock|\r\n|7|Moisture|\r\n|8|Vegetables|\r\n"},"flavorOptions":{"value":"
d8Farming Specialty
1Cereal Crops
2Drug Compounds
3Fibrous Plants
4Herbs & Spices
5Insect Products
6Livestock
7Moisture
8Vegetables
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Nature, Persuasion, and Technology"},"toolProficiencies":{"value":"One instrument and one type of artisan's implements or bioanalysis kit"},"languages":{"value":null},"equipment":{"value":"A rough instrument you are proficient with, a set of tools (one of your choice), a sturdy knife, a set of common clothes, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"A farmer is one of the common people and unusually tied to their home and the land. Most farmers look on their humble origins as a virtue, not a shortcoming, and they are quick to defend their home communities and their values, even if they always longed to leave their rural lives and move to the city."},"featureName":{"value":"Rustic Hospitality"},"featureText":{"value":"Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Naturalist
3Charmer
4Techie
5Entertainer
6Crafter
7Specialist
8Haggler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5Thinking is for other people. I prefer action.
6I misuse long words in an attempt to sound smarter.
7I watch over my friends as if they were a litter of newborn pups.
8I have a lesson for every situation, drawn from observing nature.
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Honor. My word is my bond. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
3I am slow to trust members of other species, planets, and societies.
4The tyrant who rules my land will stop at nothing to see me killed.
5I turn tail and run when things look bad.
6I have a weakness for the vices of the city, especially gambling.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4I wish my childhood sweetheart had come with me to pursue my destiny.
5My family, community, or planet is the most important thing in my life, even when they are far from me.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fJpl3xotJ0xibw62","name":"Servant","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You have lived much of your life in the service of a lord, noble, merchant, or someone else with much wealth or power. You fetched their coats, drove their chariots, pressed their clothes; and generally did what they asked you to do.

\n

Were you a highly respected butler? A simple scullery maid? Were you born into service, or did you join later? Were you close to your master or masters, or were they distant and cold? Did they treat you well, or beat you at the drop of a hat?

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Lore, Performance, and Persuasion"},"toolProficiencies":{"value":"One of your choice"},"languages":{"value":"One of your choice"},"equipment":{"value":"A noble symbol representing your employer, a set of artisan's implements (one of your choice), a set of nice clothes, a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"A servant, for better or worse, will have their personality affected by their years of servitude. "},"featureName":{"value":"Decorum"},"featureText":{"value":"You know how to carry yourself around the elite and their servants. When in the presence of someone of power, or the servants of such a person, you can easily act as if you belong and, barring any extremely outlandish behavior, you can pass off your companions as belonging, too. \r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Loremaster
3Performer
4Charmer
5Crafter
6Entertainer
7Specialist
8Linguist
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am compulsively neat, and clean; I feel uncomfortable if my companions and I are ever dirty orunpresentable.
2I am a bit of a snob, and look down on the common rabble.
3I am extremely subservient; I rarely raise my voice or object.
4I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have.
5I dote over my companions like a concerned mother bird, fixing their clothing and making sure they look nice.
6I hated my time as a servant, and go out of my way to enjoy myself and let loose, rarely holding my tongue.
7I rarely show any emotions, remaining calm and stoic even in the worst of situations.
8I can-or think I can-diffuse the most tense and stressful of situations with the right word or phrase.
"},"idealOptions":{"value":"
d6Ideal
1Service. Your wish is my desire. (Lawful)
2Helpful. I just enjoy making myself useful. (Light)
3Free. Noone should be bound in servitude. (Chaotic)
4Infiltrate. From the position of a servant, I can worm my way into places of power! (Dark)
5Payment. I don't care what my masters do; as long as I get paid. (Neutral)
6Live. I only wish to serve in peace. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I become incredibly nervous around people of power and importance.
2Saying that I'm a little bossy is a bit of an understatement.
3I can be a sycophant, constantly fawning and flattering others; which can come off as shallow.
4I've lived a relatively pampered life; the world of commoners is dull and painful to me.
5I never speak for myself, letting others walk all over me.
6I often can seem stiff, old fashioned and generally a stick in the mud.
"},"bondOptions":{"value":"
d6Bond
1I am still loyal to my old master.
2The Lord I worked for is after my head, and will do anything to capture me.
3My family still live as servants; I hope to earn a better life for them.
4An older servant taught me the ropes and looked out for me; and I owe them a great debt.
5I will exact revenge on the bastards who ruined (or ended) my Master's life.
6I have plenty of friends in high places; and they've come in useful from time to time.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fYxeCCgj3zHCtLVo","name":"Urchin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.

\n

You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Sleight of Hand, and Stealth"},"toolProficiencies":{"value":"Disguise kit, security kit"},"languages":{"value":null},"equipment":{"value":"A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly."},"featureName":{"value":"City of Secrets"},"featureText":{"value":"You know the secret patterns and flows to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Quick-Fingered
4Stealthy
5Specialist
6Alert
7Athlete
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I hide scraps of food and trinkets away in my pockets.
2I ask a lot of questions.
3I like to squeeze into small places where no one else can get to me.
4I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5I eat like a pig and have bad manners.
6I think anyone who's nice to me is hiding Dark intent.
7I don't like to bathe.
8I bluntly say what other people are hinting at or hiding.
"},"idealOptions":{"value":"
d6Ideal
1Respect. All people, rich or poor, deserve respect. (Light)
2Community. We have to take care of each other, because no one else is going to do it. (Lawful)
3Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4Retribution. The rich need to be shown what life and death are like in the gutters. (Dark)
5People. I help the people who help me—that's what keeps us alive. (Neutral)
6Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
"},"flawOptions":{"value":"
d6Flaw
1If I'm outnumbered, I will run away from a fight.
2Gold seems like a lot of money to me, and I'll do just about anything for more of it.
3I will never fully trust anyone other than myself.
4I'd rather kill someone in their sleep then fight fair.
5It's not stealing if I need it more than someone else.
6People who can't take care of themselves get what they deserve.
"},"bondOptions":{"value":"
d6Bond
1My town or city is my home, and I'll fight to defend it.
2I sponsor an orphanage to keep others from enduring what I was forced to endure.
3I owe my survival to another urchin who taught me to live on the streets.
4I owe a debt I can never repay to the person who took pity on me.
5I escaped my life of poverty by robbing an important person, and I'm wanted for it.
6No one else should have to endure the hardships I've been through.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"g7IlB75ZTeTEun0k","name":"Holonet Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You worked to keep the holonet up and running, whether being employed directly by an institution or indirectly by people across the galaxy. Your work has allowed you to uncover secrets most would never know existed."},"flavorName":{"value":"Employment Type"},"flavorDescription":{"value":"

There are many people who service parts of the holonet, and many more who want to control the flow of information. Choose which best suits your character or roll on the table below.

"},"flavorOptions":{"value":"
d8Employment Type
1Inter-world Government
2Inter-world Corporation
3World Government
4Crime Syndicate
5Independent Contractor
6Broadcasting Service
7Small Corporation
8Darknet Broadcasting
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Stealth, and Technology"},"toolProficiencies":{"value":"Choose two from Mechanic's Kit, Security Kit, and Slicer's Kit"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, an old transceiver antennae, two tools of your choice, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"Holonets technicians vary from boring officer worker to criminal information broker. "},"featureName":{"value":"Holonet Access"},"featureText":{"value":"You have the codes to a distributor station which gives you access to all information sent through it. This information comes in the form of useful (and sometimes sensitive) information on a topic you choose each day to tune into; this information isn't always reliable or interesting. Regardless of the quality of the information, it's relevance most likely pertains to your locale.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Stealthy
4Techie
5Specialist
6Keen Mind
7Practiced
8Tech Dabbler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I watch and record people secretly then review it later.
2I talk like I'm on a game show or am a holonet broadcaster at all times.
3I prefer to be left to my own devices.
4I like to record people dying and upload it to the holonet.
5There's no such thing as 'real news'.
6Information is a weapon that I've mastered.
7I am always interested in learning new things.
8I prefer interacting indirectly.
"},"idealOptions":{"value":"
d6Ideal
1Duty. It is my duty to keep all people in contact so that everything will continue working as intended. (Lawful)
2Autonomy. Information is meant to confuse and overwhelm. I choose to control my own mind by controlling what information I have access to. (Chaotic)
3Happiness. The more hope and joy I spread, the more laughs I bring; that is why I do what I do. (Light)
4Popularity. I want to become the most renown being in all the galaxy, and I'll destroy the competition. (Dark)
5Knowledge. I don't care who's ideology is right, I care who's ideology will let me learn and document information. (Neutral)
6Self-Fulfillment. I'm just here for the fun of it, no matter what happens it'll make a great story one day. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I tend to think any broadcaster is a fraud immediately unless they prove otherwise.
2I tend to repeat the same mistake unless it is pointed out to me.
3I will ramble endlessly about a random holonet broadcast that I saw which I think was the best ever.
4I think everyone who works a normal job is a drone without the ability to think freely.
5I describe everything using references to obscure holonet recordings.
6I've become completely desensitized to violence and graphic imagery, to the point where I laugh in an off putting way whenever I see it.
"},"bondOptions":{"value":"
d6Bond
1I will do anything to free people from censorship.
2I can't let anyone know I work for a crime lord.
3I see truth in an ideology, and I must spread that ideal to all.
4I got a man killed by giving him a platform to speak, I can't let that happen again.
5I'm on the run from a government organization that I spread propaganda against and who's propaganda I destroy.
6I have a famous person's private logs, and I don't know what to do with them.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gw6SQ4LcHb0zL1H2","name":"Gladiator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your A Champion Well Known feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Acrobatics, Athletics, Intimidation, and Performance"},"toolProficiencies":{"value":"One type of musical instrument"},"languages":{"value":"One of your choice"},"equipment":{"value":"A trophy earned via some sort of competition, clothing suitable to your profession, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"A Champion Well Known"},"featureText":{"value":"You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.\r\n"},"featOptions":{"value":"
d8Feat
1Acrobat
2Brawny
3Threatening
4Performer
5Entertainer
6Linguist
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I know a story relevant to almost every situation.
2Whenever I come to a new place, I collect local rumors and spread gossip.
3I'm a hopeless romantic, always searching for that \"special someone.\"
4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5I love a good insult, even one directed at me.
6I get bitter if I'm not the center of attention.
7I'll settle for nothing less than perfection.
8I change my mood or my mind as quickly as I change key in a song.
"},"idealOptions":{"value":"
d6Ideal
1Beauty. When I perform, I make the world better than it was. (Light)
2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3Creativity. The world is in need of new ideas and bold action. (Chaotic)
4Greed. I'm only in it for the money and fame. (Dark)
5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to win fame and renown.
2I'm a sucker for a pretty face.
3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6Despite my best efforts, I am unreliable to my friends.
"},"bondOptions":{"value":"
d6Bond
1My instrument is my most treasured possession, and it reminds me of someone I love.
2Someone stole my precious trophy, and someday I'll get it back.
3I want to be famous, whatever it takes.
4I idolize a hero of the old tales and measure my deeds against that person's.
5I will do anything to prove myself superior to my hated rival.
6I would do anything for the other members of my old troupe.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"k7uBTmfWbIRhsKfM","name":"Entertainer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You thrive in front of an audience, knowing how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life."},"flavorName":{"value":"Entertainer Routines"},"flavorDescription":{"value":"A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer."},"flavorOptions":{"value":"
d10Entertainer Routines
1Actor
2Dancer
3Fire-eater
4Jester
5Juggler
6Instrumentalist
7Poet
8Singer
9Storyteller
10Tumbler
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Insight, Performance, and Sleight of Hand"},"toolProficiencies":{"value":"Disguise kit, one type of musical instrument"},"languages":{"value":null},"equipment":{"value":"A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"By Popular Demand"},"featureText":{"value":"You can always find a place to perform, usually in an inn or cantina but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you."},"featOptions":{"value":"
d8Feat
1Acrobat
2Empathic
3Performer
4Quick-Fingered
5Specialist
6Entertainer
7Practiced
8Actor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I know a story relevant to almost every situation.
2Whenever I come to a new place, I collect local rumors and spread gossip.
3I'm a hopeless romantic, always searching for that \"special someone.\"
4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5I love a good insult, even one directed at me.
6I get bitter if I'm not the center of attention.
7I'll settle for nothing less than perfection.
8I change my mood or my mind as quickly as I change key in a song.
"},"idealOptions":{"value":"
d6Ideal
1Beauty. When I perform, I make the world better than it was. (Light)
2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3Creativity. The world is in need of new ideas and bold action. (Chaotic)
4Greed. I'm only in it for the money and fame. (Dark)
5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to win fame and renown.
2I'm a sucker for a pretty face.
3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6Despite my best efforts, I am unreliable to my friends.
"},"bondOptions":{"value":"
d6Bond
1My instrument is my most treasured possession, and it reminds me of someone I love.
2Someone stole my precious instrument, and someday I'll get it back.
3I want to be famous, whatever it takes.
4I idolize a hero of the old tales and measure my deeds against that person's.
5I will do anything to prove myself superior to my hated rival.
6I would do anything for the other members of my old troupe.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"l0ySykjLdLIv7Rn2","name":"Scoundrel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You have always had a way with people. You can tease out their heart's desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage. You know what people want and you promise to deliver, coaxing people into otherwise foolish decisions. You make the improbable sound plausible, and come ahead on every deal."},"flavorName":{"value":"Favorite Schemes"},"flavorDescription":{"value":"Every scoundrel has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below."},"flavorOptions":{"value":"
d6Favorite Schemes
1I cheat at games involving chance.
2I shave creds or forge documents.
3I insinuate myself into people's lives to prey on their weakness and secure their fortunes.
4I put on new identities like clothes.
5I run sleight-of-hand cons on street corners.
6I convince people that worthless junk is worth their hard-earned money.
"},"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Sleight of Hand"},"toolProficiencies":{"value":"Disguise Kit, Forgery Kit"},"languages":{"value":null},"equipment":{"value":"A set of fine clothes, a disguise kit, a memento of a former con, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Scoundrels are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues."},"featureName":{"value":"False Identity"},"featureText":{"value":"

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.

Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Quick-Fingered
5Specialist
6Force of Personality
7Snappy Interjection
8Actor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I fall in and out of love easily, and am always pursuing someone.
2I have a joke for every occasion, especially occasions where humor is inappropriate.
3Flattery is my preferred trick for getting what I want.
4I'm a born gambler who can't resist taking a risk for a potential payoff.
5I lie about almost everything, even when there's no good reason to.
6Sarcasm and insults are my weapons of choice.
7I keep multiple symbols on me and invoke whatever power might come in useful at any given moment.
8I pocket anything I see that might have some value.
"},"idealOptions":{"value":"
d6Ideal
1Independence. I am a free spirit—no one tells me what to do. (Chaotic)
2Fairness. I never target people who can't afford to lose a few creds. (Lawful)
3Charity. I distribute the money I acquire to the people who really need it. (Light)
4Creativity. I never run the same con twice. (Any)
5Friendship. Material goods come and go. Bonds of friendship last forever. (Light)
6Aspiration. I'm determined to make something of myself. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I can't resist a pretty face.
2I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
3I'm convinced that no one could ever fool me the way I fool others.
4I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
5I can't resist swindling people who are more powerful than me.
6I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
"},"bondOptions":{"value":"
d6Bond
1I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
2I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere.
3Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
4I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
5A powerful person killed someone I love. Some day soon, I'll have my revenge.
6I swindled and ruined a person who didn't deserve it, and I seek to atone for my misdeeds.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mQyEbcARznf4Qp2D","name":"Far Traveler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Almost all of the common people and other folk that one might encounter throughout the galaxy have one thing in common: they live their lives without traveling more than a few miles from where they were born.

\n

You aren't one of those folk.

You are from a distant place that few of the common folk realize that it exists; chances are good that even if some people have heard of your homeland, they know merely the name and maybe a few outrageous stories.

Although you find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be, to you, new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

"},"flavorName":{"value":"Why Are You Here?"},"flavorDescription":{"value":"

To determine why you are so far from home, roll on the table below or choose from the options provided.

"},"flavorOptions":{"value":"
d6Why Are You Here?
1Emissary
2Exile
3Fugitive
4Pilgrim
5Sightseer
6Wanderer
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Perception, and Persuasion"},"toolProficiencies":{"value":"Any one musical instrument or gaming set of your choice, likely something native to your homeland"},"languages":{"value":"One of your choice"},"equipment":{"value":"One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland, a small piece of jewelry worth 100 cr in the style of your homeland's craftsmanship, and a pouch containing 50 cr"},"suggestedCharacteristics":{"value":"The distance you've traveled manifests itself in the way you speak and carry yourself."},"featureName":{"value":"All Eyes On You"},"featureText":{"value":"Your foreign nature attracts attention, yielding access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Perceptive
4Charmer
5Entertainer
6Linguist
7Athlete
8Practiced
"},"personalityTraitOptions":{"value":"
d6Personality Trait
1I have different assumptions from those around me concerning personal space, invading others' space in innocence, or reacting to invasion of my own.
2I have my own ideas about food, and I find the eating habits of others fascinating, confusing, or revolting.
3I have a strong code of honor or sense of propriety that others don't comprehend.
4I express affection or contempt in ways that are unfamiliar to others.
5I honor my deities through practices that are foreign to this land.
6I begin or end my day with small traditional rituals that are unfamiliar to those around me.
"},"idealOptions":{"value":"
d6Ideal
1Open. I have much to learn from the kindly folk I meet along my way. (Light)
2Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
4Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Dark)
5Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2I pretend not to understand the local language in order to avoid interactions I would rather not have.
3I have a weakness for the new intoxicants and other pleasures of this land.
4I don't take kindly to some of the actions and motivations of folk different from me.
5I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6I have a weakness for the exotic beauty of the people of these lands.
"},"bondOptions":{"value":"
d6Bond
1So long as I have this token from my homeland, I can face any adversity in this strange land.
2The gods of my people are a comfort to me so far from home.
3I hold no greater cause than my service to my people.
4My freedom is my most precious possession. I'll never let anyone take it from me again.
5I'm fascinated by the beauty and wonder of this new land.
6Though I had no choice, I lament having to leave my loved one(s) behind. I ho pe to see them again one day.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pNLuzbyalNtrNX9w","name":"Teacher","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced teacher who knows how to best instruct others in an array of disciplines. Although you have a vast amount of knowledge yourself, pedagogy is the most important tool in your toolbox because it allows the rest of your knowledge to spread most efficiently."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Lore, Nature, Performance, and Technology"},"toolProficiencies":{"value":"One instrument or set of artisan's implements of your choice"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an instrument or set of tools with which you are proficient, a token from a former student, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"As a teacher you are devoted to educating others, as well as learning new information for yourself. It is up to you whether you are preachy or wise, a bookworm or more kinesthetic, a note taker or visual learner. In any case, you are most likely underappreciated."},"featureName":{"value":"Knowledge"},"featureText":{"value":"If you need information on something, you know if there is a book containing that information and where to find it. Further, when you hear a creature speaking or when you see language written down, you can identify exactly what language is being used even if you are not proficient in the language. Finally, when you hear music, you know which instruments are being used in the performance, even if you are not proficient in their use. \r\n"},"featOptions":{"value":"
d8Feat
1Loremaster
2Naturalist
3Performer
4Techie
5Entertainer
6Crafter
7Linguist
8Feigned Confidence
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1Books are my everything.
2Knowledge is the most important thing in the world.
3I have quotes for every occasion.
4My vocabulary is vast enough I sometimes use words that are larger than necessary.
5I love working with kids.
6Because I understand why people can make mistakes, I am also patient with them.
7Sometimes I start explaining things at a level much to basic for the audience.
8I reward hard work and good manners.
"},"idealOptions":{"value":"
d6Ideal
1Teach. I must spread what I have learned. (Lawful)
2Insatiable. When I find something new I must learn everything about it, no matter the cost. (Chaotic)
3Discovery. Every single piece of information is waiting to be discovered. (Light)
4Greed. Every piece of knowledge will be mine. (Dark)
5People. I will teach anybody anything. (Neutral)
6Power. Knowledge is power. (Any)
"},"flawOptions":{"value":"
d6Flaw
1Someone showing bad manners does not exist to me. I will never talk to or acknowledge that person.
2I overemphasize the importance of discipline.
3I invest so much time into planning that I can't bring myself to deviate from the plan, even when it is needed.
4I look down on uneducated adults.
5I'd give up my companions for a piece of secret information.
6I can't stand not reading at least one page of a book a day.
"},"bondOptions":{"value":"
d6Bond
1I was picked on while growing up for being a bookworm.
2The world is such an open place, I feel like there is still so much to learn. I want to compile knowledge from different places.
3I like reading books and writing, but I'm no poet yet. It is just a hobby I want to share with others, looking for exotic inspirations.
4I will become the power behind the throne by controlling the information the throne receives.
5Children are our future, and I will mold them.
6I can't teach what I don't know. I will teach everything.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pOYGCzwifCIIBw7e","name":"City Watch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You have served the community where you grew up, standing as its first line of defense against crime and wildlife. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

\n

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own law enforcement forces.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Insight, Investigation, and Perception"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of binders, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Years of service in the City Watch have led to the rigid discipline most often seen in military service. Working with your comrades has created a strong family bond and pride in your community."},"featureName":{"value":"Watcher's Eye"},"featureText":{"value":"Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter."},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Investigator
4Perceptive
5Linguist
6Alert
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my guard service relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qGDTUgaLefZXVhGP","name":"(Un)Retired Adventurer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

\"I'm getting too old for this stuff.\"

You spent your life as an adventurer, learning the use of many skills and basic survival techniques, including how to stay alive in a hostile area. You might have been part of a famous adventuring party or a less renowned one.

When you choose this background, work with your GM to determine the details of your previous adventuring party, and what kind of experiences you had in your adventuring career. How famous was your previous adventuring party and how well known are you? What did you learn? What was your group's specialty?

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Insight, Lore, and Survival"},"toolProficiencies":{"value":"One type of artisan's implements"},"languages":{"value":"One of your choice"},"equipment":{"value":"A grappling hook, one tool with which you are proficient, a memento of an unsuccessful expedition (map to a never found treasure, lock of hair from a fallen companion, or another trinket), and a pouch containing your last 50 cr"},"suggestedCharacteristics":{"value":"The trials and triumphs of retired adventurers have left an impact, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred."},"featureName":{"value":"Bridges Not Yet Burned"},"featureText":{"value":"Throughout your adventures you have established a multitude of contacts from all walks of life, but the intervening years have seen those relationships strained. You may use any feature of any other background, but once a particular feature is used, that feature can't be used again until one year has passed."},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Loremaster
4Survivalist
5Crafter
6Linguist
7Athlete
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my adventuring experience relevant to almost every combat situation.
5I can stare down a rancor without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven adventurer.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I adventured with.
2Someone saved my life when they could have left me. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my party suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Agent","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Many organizations active in the galaxy aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, mercenaries, cache-holders (people who guard caches of wealth or items for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Investigation, Lore, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Agents are shaped by their experience in their faction's communities. Their study of the history and tenets of their faction and their relationships to it affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Safe Haven"},"featureText":{"value":"As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Investigator
3Loremaster
4Charmer
5Linguist
6Alert
7Observant
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular hero of my faction, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action.
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of other factions and respect (or condemn) them.
7I've enjoyed fine food, drink, and high society among my faction's elite. Rough living grates on me.
8I have little practical experience dealing with people in the world.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Light)
3Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
5Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of my leader's favor by matching my actions against his or her teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my faction's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in my faction.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an artifact of my faction that was lost long ago.
2I will someday get revenge on the corrupt faction hierarchy who branded me a heretic.
3I owe my life to the faction member who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the faction where I served.
6I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
"},"source":"PHB"},"flags":{},"effects":[],"_id":"uIAswoyitMSQjwU6"} +{"_id":"wjFDb34eLfyjff1k","name":"Bounty Hunter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

\n

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of street gangs. You might be a \"velvet mask\" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives - but on the other hand, you can take down much more formidable targets with the help of your companions.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Persuasion, and Stealth"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of clothes appropriate to your duties, a set of binders, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable."},"featureName":{"value":"Ear to the Ground"},"featureText":{"value":"You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Charmer
4Stealthy
5Specialist
6Linguist
7Alert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wl4irvsbGwm1hLSR","name":"Investigator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Perception, and Survival"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of binders, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Years of service in the City Watch have led to the rigid discipline most often seen in military service. Working with your comrades has created a strong family bond and pride in your community."},"featureName":{"value":"Watcher's Eye"},"featureText":{"value":"Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Perceptive
4Survivalist
5Linguist
6Alert
7Observant
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my guard service relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"x5HPMb5qPK3eiQo8","name":"Addict","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You hammer down your fifth bottle of the night, do your last bit of snuff, and bid farewell to the seedy cantina barman. You stagger onto the streets and find a nearby alley in which you empty the night's contents. To many, the next morning's hangovers would be hell. To you, they're a ritual."},"flavorName":{"value":"Pick Your Poison"},"flavorDescription":{"value":"While most addicts are willing to try everything once, they typically have a drug of choice. You can determine what the source of your addiction or determine it randomly below."},"flavorOptions":{"value":"
d16Pick Your Poison
1Deuterium-pyro
2Mummergy
3Novanian grog
4Raava
5Spicebrew
6Tihaar
7Tsiraki
8Vayerbok
9Andris
10Cilona
11Giggledust
12Glitterstim
13Karrak
14Muon gold
15Yaladai
16Yarrock
"},"skillProficiencies":{"value":"Choose two from Deception, Performance, Persuasion, Sleight of Hand"},"toolProficiencies":{"value":"Your choice of any gaming set, brewer's kit, or spicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A chance cube set, a sabaac deck, 2 days field rations, a flask or belt pouch containing your addiction, a set of common clothes, a bedroll, and a belt pouch containing 25 cr"},"suggestedCharacteristics":{"value":"Addicts can be rude and uncouth, wearing their addiction visibly, or they might hide that addiction and appear to function normally. Importantly, and varying with every addict, why are you addicted? To forget the past? To drown your sorrows? Or are you simply chasing the dragon?"},"featureName":{"value":"Addicted"},"featureText":{"value":"You've been abusing substances for a long time. You always know who to talk to and where to find substances, and you can often identify them in their raw form."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Performer
3Charmer
4Quick-Fingered
5Entertainer
6Specialist
7Linguist
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am guaranteed to fight someone if I'm drunk/high enough.
2Life is pain. All I want is to drink/smoke myself into nothingness.
3I have a simple rule; life's a party, so grab the deathsticks!
4The only thing keeping me from burning down this village is the fact that you make some damn good spice.
5I'm quite reserved until the moment I fulfill my addictive needs.
6This stuff is a bit weak, do you have anything higher than 60% in the back?
7I take pride in my addiction and am often snobbish when talking about it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Hope. I hope to one day be free of my addiction. (Light)
2Carelessness. I don't care what I have to do, just let me feed my addiction. (Dark)
3Isolation. Just let me deal with my demons in peace. (Neutral)
4Caution. I will never let my addiction harm others. (Lawful)
5Independence. Addiction frees me. (Chaotic)
6Comradery. Hey, some of my favorite people are addicts! (Any)
"},"flawOptions":{"value":"
d6Flaw
1This could be rough, let's take something before we go.
2Hopefully this will be the one to end it.
3The mission can wait, we should find some dealers first.
4What? I don't have a problem. You're the one with the problem!
5It looks like my drug, so it should be safe to take right?
6I'm never myself when I'm on it.
"},"bondOptions":{"value":"
d6Bond
1I use my addiction as a tool to wash away my past sins.
2My family never wanted to be forgotten. I take drugs in the hopes they will be.
3I hope to start a drug business myself and give people the same happiness I've found.
4Everything I do is in the hopes of getting my hands on my drug.
5I traded my former self to my addiction. Now I need to find a way to get him back.
6To be addicted is to be truly alive.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zPYxqWMnTPI4TlMw","name":"Folk Hero","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere."},"flavorName":{"value":"Defining Event"},"flavorDescription":{"value":"

You previously pursued a simple profession among the peasantry, perhaps as a farmer or miner, servant or shepherd. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

"},"flavorOptions":{"value":"
d8Defining Event
1I stood up to a tyrant's agents.
2I saved people during a natural disaster.
3I stood alone against a terrible monster.
4I stole from a corrupt merchant to help the poor.
5I led a militia to fight off an invading army.
6I broke into a tyrant's castle and stole weapons to arm the people.
7I trained the peasantry to use farm implements as weapons against a tyrant's soldiers.
8A lord rescinded an unpopular decree after I led a symbolic act of protect against it.
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Nature, and Performance"},"toolProficiencies":{"value":"One type of artisan's implements, biochemist's kit, or chef's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools (one of your choice), a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them."},"featureName":{"value":"Rustic Hospitality"},"featureText":{"value":"Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Naturalist
4Performer
5Crafter
6Specialist
7Linguist
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I'm confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Dark)
5Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.
"},"bondOptions":{"value":"
d6Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zjfwlWucPUtTTuQo","name":"Scientist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Nothing excites you more than pushing the boundaries of scientific knowledge. Most of your time is spent in a lab performing experiments to further your interests. Few people understand the work you do. You can solve complex problems most people can't begin to wrap their heads around, and can solve simple problems in unexpected ways that surprise most people.

\n

What is your scientific field of interest? Is it your insatiable curiousity, or a personal goal that drives you? Did you leave your lab voluntarily, or were you kicked out? One thing is for sure - there are too many interesting research ideas, and too little time.

"},"flavorName":{"value":"Field of Research"},"flavorDescription":{"value":"While scientists are widely knowledgeable, they also choose a focus for their studies. Choose an option or roll on the table below to define your field of research."},"flavorOptions":{"value":"
d8Field of Research
1Biology
2Artificial Intelligence
3Chemistry
4Geology
5Physics
6The Force
7Astrogation
8Medicine
"},"skillProficiencies":{"value":"Choose two from Lore, Medicine, Nature, and Technology"},"toolProficiencies":{"value":"One of your choice"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, a datapad, a book on your field of research, a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Scientist are interested in things most don't care about. Their research is their life, and drives their personality traits. Their flaws, ideals, and bond are a result of their hours spent researching."},"featureName":{"value":"Scientific Method"},"featureText":{"value":"You are well acquainted with your field of research from having read numerous journals or having attended scientific conferences. Concepts that are complicated, involving technical jargon that usually goes over most people's heads, are simple to you. You fully understand concepts, can recall key information, and know how to use equipment related to your field, unless the research was hidden from the public, in which case you may only partially understand it. You also recognize well-known figures in your field."},"featOptions":{"value":"
d8Feat
1Loremaster
2Medic
3Naturalist
4Techie
5Crafter
6Linguist
7Tech Dabbler
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I look up to a renowned scientist in my field, and often talk about their work.
2I constantly compare my current situation to my past experiments, many of which went terrifyingly wrong.
3I believe scientific results always comes first.
4I only speak in short incomplete and concise sentences, as they are optimized for efficient communication.
5I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
6I am unable to think logically under great stress, and begin to shout random scientific words.
7I do not believe in etiquette and disregard social expectations.
8I was, in fact, grown and raised in a laboratory.
"},"idealOptions":{"value":"
d6Ideal
1Transparency. All discoveries should be open to everyone. (Light)
2Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3Greed. I'm only in it for the money and fame. (Dark)
4Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Balanced)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I believe only other scientists deserve my respect.
2I fail to understand why people don't understand my technical jargon.
3I experiment on myself without thinking about the long term consequences.
4I am paranoid that people are out to steal my research.
5I believe I work better when under the influence of intoxicants.
6I work on my research to the point where I ignore my own bodily needs.
"},"bondOptions":{"value":"
d6Bond
1My research is also my best companion.
2I will get revenge on the criminals that stole my research.
3The school I studied at is the most important place in the world to me.
4One day I will return to my home planet and prove that I am the greatest scientist of them all.
5I believe my research will be the key to saving the life of a loved one.
6I owe my instructor a great debt for forging me into the person I am today.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} diff --git a/packs/packs/classes.db b/packs/packs/classes.db index bc11f47d..1988743d 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -1,3 +1,4 @@ +<<<<<<< Updated upstream {"name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Force-wielder who blends melee combat with the Force

","chat":"","unidentified":""},"source":"","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Sentinel.webp","_id":"1KSGcLL9HvLEkanx"} {"_id":"2femmWtRKWpl2VAl","name":"Operative","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Controller who focuses on stealth and techniques

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Operative.webp"} {"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Versatile combatant who blends tech powers with weapons

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Scout.webp"} @@ -8,3 +9,18 @@ {"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Academic who uses wits and allies to control the battlefield

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Scholar.webp"} {"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Versatile combatant who excels at both range and mellee

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Fighter%20Alt.webp"} {"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Unarmed comabatant who uses focus to fuel abilities

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Monk.webp"} +======= +{"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

\n

The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

\n

Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

\n

Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

\n

The Middle of the Road

\n

The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

\n

Solitary Action

\n

Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

\n

While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the Jedi or Sith background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Sentinel
LevelProficiency BonusFeaturesKinetic Combat Damage DieForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Kinetic Combatd4631st
2nd+2Force-Empowered Self, Sentinel Idealsd4761st
3rd+2Sentinel Callingd4992nd
4th+2Ability Score Improvementd410122nd
5th+3Extra Attackd611152nd
6th+3-d613183rd
7th+3Calling featured614213rd
8th+3Ability Score Improvementd615243rd
9th+4-d617274th
10th+4Battle Readinessd618304th
11th+4-d820335th
12th+4Ability Score Improvementd821365th
13th+5Calling featured822395th
14th+5-d824426th
15th+5Enlightened Evasiond825456th
16th+5Ability Score Improvementd826486th
17th+6-d1028517th
18th+6Calling featured1029547th
19th+6Ability Score Improvementd1030577th
20th+6Center of the Forced1030607th
\n
\n
\n

Class Features

\n

As a Sentinel, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Sentinel level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

\n

Tools: Your choice of demolitions kit, security kit, or slicer's kit

\n

Saving Throws: Dexterity, Charisma

\n

Skills: Choose two from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) two simple lightweapons or vibroweapons or (b) one martial lightweapon or vibroweapon with which you are proficient
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • (a) a demolitions kit, (b) a security kit, or (c) a slicer’s kit
  • \n
  • a combat suit and a light physical shield
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Sentinel1,000 + 3d4 x 100 cr
\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 6 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel class table.

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Kinetic Combat

\n

At 1st level, you are an unrelenting flurry of strikes. When you take the Attack action on your turn, you can make one unarmed strike or melee weapon attack as a bonus action. This attack uses your Kinetic Combat die instead of the weapon’s damage die. This die changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel class table.

\n

Additionally, when you make this bonus action attack, your movement speed increases by 10 feet until the end of your turn.

\n

Force-Empowered Self

\n

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a target with your Kinetic Combat attack, you can spend 1 force point to use a Force-Empowered Self effect. You start with three such effects: Deflection, Double Strike, and Slow Time. You can only use one effect per turn.

\n

Deflection

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n

Double Strike

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n

Slow Time

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n

Sentinel Ideals

\n

Also at 2nd level, you adopt an ideal that exemplifies your bond with the Force. You adopt one ideal of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 11th level. You regain all expended uses when you finish a long rest.

\n

Sentinel Calling

\n

When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Battle Readiness

\n

Starting at 10th level, you have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can use your Kinetic Combat feature.

\n

Enlightened Evasion

\n

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

\n

Center of the Force

\n

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n

Sentinel Ideals

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n

Ideal of the Agile

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n

Ideal of the Artisan

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

Ideal of the Contender

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strikes deal damage equal to your Kinetic Combat die.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n

Ideal of the Hunter

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n

Ideal of the Steadfast

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier + any bonuses to melee weapon attack rolls). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half of the normal weapon damage, and when a creature rolls a 1 on the saving throw, they take damage as if suffering a critical hit.

\n

Ideal of the Titan

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n

Ideal of the Tranquil

\n

When you finish a short or long rest, you gain a number of temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Ideal of the Vigorous

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

"},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

Sentinel Callings

\n

Different sentinels select different callings, called Paths, to follow as they hone their powers.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":5,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakram","mode":"+","targetSpecific":false,"id":6,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleblade","mode":"+","targetSpecific":false,"id":7,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesaber","mode":"+","targetSpecific":false,"id":8,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleshoto","mode":"+","targetSpecific":false,"id":9,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesword","mode":"+","targetSpecific":false,"id":10,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"hidden blade","mode":"+","targetSpecific":false,"id":11,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"lightfoil","mode":"+","targetSpecific":false,"id":12,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"light ring","mode":"+","targetSpecific":false,"id":13,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":14,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrorapier","mode":"+","targetSpecific":false,"id":15,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":16,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Sentinel.png","effects":[]} +{"_id":"2femmWtRKWpl2VAl","name":"Operative","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Bothan spy takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she slices the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone—with the data in hand.

\n

With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.

\n

A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.

\n

Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.

\n

Evading Danger

\n

Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.

\n

Outside the Law

\n

Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

\n

While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

\n

Quick Build

\n

You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the gambler background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Operative
LevelProficiency BonusFeaturesSneak Attack Damage Dice
1st+2Expertise, Sneak Attack1d6
2nd+2Bad Feeling, Cunning Action1d6
3rd+2Operative Practice2d6
4th+2Ability Score Improvement2d6
5th+3Uncanny Dodge3d6
6th+3Expertise3d6
7th+3Evasion4d6
8th+3Ability Score Improvement4d6
9th+4Practice feature5d6
10th+4Ability Score Improvement5d6
11th+4Reliable Talent6d6
12th+4Ability Score Improvement6d6
13th+5Practice feature7d6
14th+5Blindsense7d6
15th+5Slippery Mind8d6
16th+5Ability Score Improvement8d6
17th+6Practice feature9d6
18th+6Elusive9d6
19th+6Ability Score Improvement10d6
20th+6Stroke of Luck10d6
\n
\n
\n

Class Features

\n

As a Operative, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Operative level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

\n

Tools: Your choice of demolitions kit, disguise kit, forgery kit, poisoner's kit, security kit, or slicer's kit

\n

Saving Throws: Dexterity, Intelligence

\n

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Piloting, Sleight of Hand, Stealth, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a vibrorapier, (b) a hidden blade, (c) a simple blaster and a power cell, or (d) a simple vibroweapon
  • \n
  • (a) a simple blaster and two power cells or (b) a simple vibroweapon and a light physical shield
  • \n
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • \n
  • A tool with which you are proficient
  • \n
  • Combat suit and a vibrodagger
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Operative1,000 + 4d4 x 100 cr
\n

Expertise

\n

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

\n

Sneak Attack

\n

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

\n

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative class table.

\n

Bad Feeling

\n

Starting at 2nd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Cunning Action

\n

Also at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

\n

Operative Practice

\n

At 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Uncanny Dodge

\n

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

\n

Evasion

\n

Beginning at 7th level, when you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Reliable Talent

\n

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Blindsense

\n

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n

Elusive

\n

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

\n

Stroke of Luck

\n

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"className":{"value":"Operative"},"atFlavorText":{"value":"

Operative Practices

\n

Operatives have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different operatives steer those talents in varying directions, embodied by the different operative practices.

"}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Operative.png","effects":[]} +{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

\n

After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

\n

Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

\n

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

\n

Deadly Hunters

\n

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

\n

Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

\n

Independent Adventurers

\n

Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

\n

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

\n

Quick Build

\n

You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the bounty hunter background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Scout
LevelProficiency BonusFeaturesRanger's Quarry Damage DieTech Powers KnownTech PointsMax Power Level
1st+2Swift Response, Ranger's Quarryd4---
2nd+2Fighting Style, Techcastingd4421st
3rd+2Pathfinder, Scout Techniqued4531st
4th+2Ability Score Improvementd4641st
5th+3Extra Attackd6752nd
6th+3Expertised6862nd
7th+3Technique featured6972nd
8th+3Ability Score Improvementd61082nd
9th+4-d81193rd
10th+4Commandod812103rd
11th+4Technique featured813113rd
12th+4Ability Score Improvementd814123rd
13th+5-d1015134th
14th+5Combat Techd1016144th
15th+5Technique featured1016154th
16th+5Ability Score Improvementd1016164th
17th+6-d1217175th
18th+6Supreme Awarenessd1217185th
19th+6Ability Score Improvementd1217195th
20th+6Foe Slayerd1218205th
\n
\n
\n

Class Features

\n

As a Scout, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Scout level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster carbine, and two power cells
  • \n
  • (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scout1,000 + 5d4 x 100 cr
\n

Swift Response

\n

Beginning at 1st level, you learn to react with swift and decisive action in combat. You gain the following benefits:

\n
    \n
  • You ignore difficult terrain.
  • \n
  • You add your proficiency bonus to initiative rolls.
  • \n
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
  • \n
\n

Ranger’s Quarry

\n

Also 1st level, you learn how to effectively read and track your prey. On your turn, you can choose a creature you can see within 90 feet and mark it as your quarry (no action required). For the next 10 minutes, you gain the following benefits:

\n
    \n
  • Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry Damage Die column of the scout class table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
  • \n
\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Starting at 9th level, you can expend two uses of this feature to extend the duration to 8 hours. At 17th level, you can expend three uses to extend the duration to 24 hours.

\n

Fighting Style

\n

Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Techcasting

\n

Also at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout class table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout class table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus +your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus +your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Pathfinder

\n

Beginning at 3rd level, you are skilled at navigating the untamed wilds. You gain the following benefits when traveling for an hour or more:

\n
    \n
  • Difficult terrain doesn’t slow your group’s travel.
  • \n
  • You can’t become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
  • \n
\n

Scout Technique

\n

Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Expertise

\n

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Commando

\n

Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

\n

Combat Tech

\n

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

\n

Supreme Awareness

\n

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

\n

Foe Slayer

\n

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

"},"className":{"value":"Scout"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Those scouts who adopt the same technique tend to share a camaraderie with each other.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Scout.png","effects":[]} +{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

\n

Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

\n

A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

\n

Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the Jedi or Sith background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular1,000 + 2d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular class table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Consular.png","effects":[]} +{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the mercenary background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

Rage burns in every berserker’s heart, a furnace that drives him or her toward greatness. Different berserkers attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel, while for others see it as a spiritual blessing.

\n

@Compendium[sw5e.archetypes.db.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.db.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.db.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.db.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.db.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.db.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.db.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.db.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.db.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.db.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.db.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/Icons/Classes/Berserker.png","effects":[]} +{"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the Jedi or Sith background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Guardian
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Channel the Force421st
2nd+2Force-Empowered Strikes, Guardian Aura541st
3rd+2Guardian Focus661st
4th+2Ability Score Improvement781st
5th+3Extra Attack9102nd
6th+3Force Purity10122nd
7th+3Focus feature11142nd
8th+3Ability Score Improvement12162nd
9th+4-14183rd
10th+4Additional Aura15203rd
11th+4Improved Force-Empowered Strikes16223rd
12th+4Ability Score Improvement17243rd
13th+5-19264th
14th+5Cleansing Touch20284th
15th+5Focus feature21304th
16th+5Ability Score Improvement22324th
17th+6-24345th
18th+6Aura Improvements25365th
19th+6Ability Score Improvement26385th
20th+6Focus feature27405th
\n
\n
\n

Class Features

\n

As a Guardian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Guardian level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a lightweapon or vibroweapon and a light or medium physical shield or (b) two lightweapons or vibroweapons
  • \n
  • (a) combat suit and a light physical shield or (b) mesh armor
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian1,000 + 5d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian class table.

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 30 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a creature within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the creature is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the weapon’s damage.

\n

You can’t use a higher level force slot than your Max Power Level.

\n

Guardian Aura

\n

Additionally at 2nd level, you gain an aura of your choice, as described at the end of the class description. When you reach 10th level you can select a second aura.

\n

Guardian Focus

\n

When you reach 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon’s damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you can’t be frightened.

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Devotion

\n

You and friendly creatures within 5 feet of you can’t be charmed.

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Hatred

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n
"},"className":{"value":"Guardian"},"atFlavorText":{"value":"

Guardian Foci

\n

Different guardians focus on different lightsaber fighting styles, called Forms, as they hone their powers.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Guardian.png","effects":[]} +{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the scientist background.

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LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
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The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s tools, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer1,000 + 3d4 x 100 cr
\n
\n

Techcasting

\n

During your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer class table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer class table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

\n

Potent Aptitude

\n

Your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d6.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Engineer.png","effects":[]} +{"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.

\n

Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.

\n

A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.

\n

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

\n

The Pursuit of Knowledge

\n

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.

\n

To Learn, To Know

\n

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.

\n

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

\n

Quick Build

\n

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the noble background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Scholar
LevelProficiency BonusFeaturesAcademic SuperioritySuperiority DiceManeuvers KnownDiscoveries
1st+2Academic Superiority, Critical Analysisd622-
2nd+2Discovery, Sage Advice (long rest)d6222
3rd+2Expertise, Academic Pursuitd6442
4th+2Ability Score Improvementd6442
5th+3Multitaskerd6443
6th+3Pursuit featured6443
7th+3-d8664
8th+3Ability Score Improvementd8664
9th+4Pursuit featured8665
10th+4Expertised8665
11th+4-d10685
12th+4Ability Score Improvementd10686
13th+5Sage Advice (short rest)d10686
14th+5Calm and Collectedd10686
15th+5-d128107
16th+5Ability Score Improvementd128107
17th+6Pursuit featured128107
18th+6Adaptable Intellectuald128108
19th+6Ability Score Improvementd128108
20th+6Knowledge Unboundd128108
\n
\n
\n

Class Features

\n

As a Scholar, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Scholar level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) scholar’s pack or (b) explorer’s pack
  • \n
  • a combat suit
  • \n
  • any tool of your choice
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scholar1,000 + 3d4 x 100 cr
\n

Academic Superiority

\n

Beginning at 1st level, you know how to apply your studies in practical ways known as maneuvers. Your maneuvers are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d6s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar class table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar class table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Administer Aid

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

Assess the Situation

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

Crippling Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s speed is reduced by 10 feet until the end of their next turn.

\n

Deliberate Movement

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

Exploit Weakness

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Heads Up

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Measured Action

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

One Step Ahead

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n

Targeted Strike

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

Critical Analysis

\n

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n
    \n
  • When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.
  • \n
  • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
\n

Discovery

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

Sage Advice

\n

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

Expertise

\n

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Academic Pursuit

\n

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Multitasker

\n

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Calm and Collected

\n

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you have used this feature, you must wait until a short or long rest before using it again.

\n

Adaptable Intellectual

\n

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

\n

Knowledge Unbound

\n

When you reach 20th level, you are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

\n

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

\n

Discoveries

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

\n

Academic Memory

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n

Adaptive

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n

Ambassador

\n

You learn three additional languages of your choice.

\n

You my choose this discovery multiple times.

\n

Clever Applications

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n

Mental Prowess

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n

Hardened Mind

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n

Lifelong Learning

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Lingering Advice

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n

Master’s Advice

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n

Perfect Maneuver

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n

Quick Analysis

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n

Reliable Sources

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Resolute

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n

Running on Fumes

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Survival Expert

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n

Targeted Analysis

\n

Prerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.

\n

Tech Amateur

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n

Universal Language

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

"},"className":{"value":"Scholar"},"atFlavorText":{"value":"

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Abilities Wisdom Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Scholar.png","effects":[]} +{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the soldier background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster rifle, and two power cells
  • \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter1,000 + 5d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

Precision Attack

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Rally

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Fighter%20Alt.png","effects":[]} +{"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Her vibrostaff a blur as they deflect an incoming hail of blaster bolts, a human springs over a barricade and throws herself into the massed ranks of pirates on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

\n

Taking a deep breath, a zabrak covered in tattoos settles into a battle stance. As the first charging mercenaries reach him, he exhales and a blast of negative energy courses from his hands, engulfing his foes.

\n

Moving with the silence of the night, a black-clad mirialan steps into a shadow beneath an arch and nimbly climbs to the balcony a stone’s throw above her. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the warlord, so vulnerable in the grip of sleep.

\n

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

\n

The Power of Focus

\n

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy—specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.

\n

Training and Asceticism

\n

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.

\n

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.

\n

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.

\n

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.

\n

Quick Build

\n

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the agent background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Monk
LevelProficiency BonusFeaturesMartial Arts Damage DieFocus PointsUnarmored Movement
1st+2Unarmored Defense, Martial Artsd4--
2nd+2Focus, Unarmored Movementd42+10 ft.
3rd+2Monastic Order, Deflect Missilesd43+10 ft.
4th+2Ability Score Improvement, Slow Falld44+10 ft.
5th+3Extra Attack, Stunning Striked65+10 ft.
6th+3Focused Strikes, Monastic Order featured66+15 ft.
7th+3Evasion, Stillness of Mindd67+15 ft.
8th+3Ability Score Improvementd68+15 ft.
9th+4Unarmored Movement Improvementd69+15 ft.
10th+4Purity of Bodyd610+20 ft.
11th+4Monastic Order featured811+20 ft.
12th+4Ability Score Improvementd812+20 ft.
13th+5Tongue of the Sun and Moond813+20 ft.
14th+5Diamond Sould814+25 ft.
15th+5Timeless Bodyd815+25 ft.
16th+5Ability Score Improvementd816+25 ft.
17th+6Monastic Order featured1017+25 ft.
18th+6Empty Bodyd1018+30 ft.
19th+6Ability Score Improvementd1019+30 ft.
20th+6Perfect Selfd1020+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a chakram, (b) a techblade, © a simple vibroweapon, or (d) a simple blaster and a power cell
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 vibrodarts
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk1,000 + 1d4 x 100 cr
\n

 

\n
\n

Unarmored Defense

\n

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Martial Arts

\n

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n
    \n
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a vibrostaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
  • \n
\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

Some of your focus features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

Immediately after you take the Attack action on your turn, you can spend 1 focus point to make two unarmed strikes as a bonus action.

\n

Patient Defense

\n

You can spend 1 focus point to take the Dodge action as a bonus action on your turn.

\n

Step of the Wind

\n

You can spend 1 focus point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

\n

Unarmored Movement

\n

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Monastic Order

\n

When you reach 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Deflect Missiles

\n

Starting at 3rd level, you can use your reaction to deflect a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

If you reduce the damage to 0, and the damage is energy or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Focused Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

At 10th level, your mastery of the focus flowing through you makes you immune to disease and poison.

\n

Tongue of the Sun and Moon

\n

Starting at 13th level, you learn to touch the focus of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Body

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. In addition, you no longer need food or water.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you’ve gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have no focus points remaining, you regain 2 focus points.

\n
"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Traditions of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Monk.png","effects":[]} +{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the mercenary background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

Rage burns in every berserker’s heart, a furnace that drives him or her toward greatness. Different berserkers attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel, while for others see it as a spiritual blessing.

\n

@Compendium[sw5e.archetypes.db.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.db.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.db.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.db.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.db.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.db.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.db.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.db.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.db.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.db.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.db.pSIVnxwvRlyNoFM4]{Warchief Approach}

\n

@Compendium[sw5e.species.BvV56gDIilVwLcFE]{Aing-Tii}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/Icons/Classes/Berserker.png","effects":[]} +{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the mercenary background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

Rage burns in every berserker’s heart, a furnace that drives him or her toward greatness. Different berserkers attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel, while for others see it as a spiritual blessing.

\n

@Compendium[sw5e.archetypes.db.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.db.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.db.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.db.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.db.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.db.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.db.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.db.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.db.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.db.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.db.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/Icons/Classes/Berserker.png","effects":[]} +{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the mercenary background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

Rage burns in every berserker’s heart, a furnace that drives him or her toward greatness. Different berserkers attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel, while for others see it as a spiritual blessing.

\n

@Compendium[sw5e.archetypes.db.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.db.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.db.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.db.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.db.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.db.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.db.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.db.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.db.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.db.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.db.pSIVnxwvRlyNoFM4]{Warchief Approach}

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As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Dexterity score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

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As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Dexterity score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+2 Dexterity for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"2","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Enhanced%20Items/Alacrity%20Adrenal.webp","_id":"GJF5IVD6eChBTX1x"} @@ -17,3 +18,12 @@ {"_id":"YYPmoOlOzzmowEV1","name":"Battle Adrenal","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +1 bonus to attack and damage rolls with weapons. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Premium","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+1 to Attack and Damage rolls for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Enhanced%20Items/Battle%20Adrenal.webp"} {"name":"Stamina Adrenal","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Constitution score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Standard","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+2 to Constitution for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"2","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Enhanced%20Items/Stamina%20Adrenal.webp","_id":"KCVvndMpVOWDhRD2"} {"name":"Strength Adrenal","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Strength score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Standard","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+2 to Strength for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"2","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Enhanced%20Items/Strength%20Adrenal.webp","_id":"KrZY7NnyCKS5Yqsk"} +======= +{"_id":"3QrdXcE2XdKoBoxf","name":"Mandalorian Beskar'gam","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

This armor comes equipped with 24 slots that can each hold a single item that weighs less than 2 lb. Additionally, it grants a +1 bonus to AC.

\n

Mandalorian Vestments. While wearing and attuned to this armor and Mandalorian Helmet, you are able to survive and operate in zero gravity space and other dangerous conditions. Additionally, this armor now grants a +2 bonus to AC, instead of +1. While wearing and attuned to this armor, Mandalorian Helmet, and Mandalorian Shuk’orok, this armor now grants a +3 bonus to AC, instead of +2.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Prototype","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"bonus","value":0,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Mandalorian%20Beskar_gam.png"} +{"_id":"GJF5IVD6eChBTX1x","name":"Alacrity Adrenal","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Dexterity score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Standard","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+2 Dexterity for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"2","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Alacrity%20Adrenal.png"} +{"name":"Stamina Adrenal","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Constitution score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Standard","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+2 to Constitution for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"2","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Stamina%20Adrenal.png","_id":"KCVvndMpVOWDhRD2"} +{"name":"Strength Adrenal","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Strength score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Standard","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+2 to Strength for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"2","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Strength%20Adrenal.png","_id":"KrZY7NnyCKS5Yqsk"} +{"_id":"LDg5j9Q11UEPFINJ","name":"Mandalorian Helmet","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Requires attunement
This helmet comes equipped with a headcomm and holorecorder. Additionally, while wearing this helmet, you have darkvision out to 60 feet.

\n

Mandalorian Vestments. While wearing and attuned to this helmet and Mandalorian Beskar’gam, you have advantage on Wisdom (Perception) checks that rely on sight within 60 feet. While wearing and attuned to this helmet, Mandalorian Beskar’gam, and Mandalorian Shuk’orok, you have advantage on Intelligence (Investigation) checks within 5 feet.

\n

Featuring the iconic T-shaped visor of the Mandalorians, this helmet strikes fear into the hearts of the unwary.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Premium","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Enhanced%20Items/Mandalorian%20Helmet.png"} +{"_id":"YYPmoOlOzzmowEV1","name":"Battle Adrenal","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +1 bonus to attack and damage rolls with weapons. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Premium","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+1 to Attack and Damage rolls for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Battle%20Adrenal.png"} +{"_id":"upQWBmYYVAVZ81IM","name":"Mandalorian Shuk'orok","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Requires attunement
While wearing these gloves, your Strength score becomes 21. If your Strength is already equal to or greater than 21, it has no effect on you.

\n

Mandalorian Vestments. While wearing and attuned to these gloves and Mandalorian Beskar’gam, these gauntlets no longer count towards your maximum attunement. While wearing and attuned to these gloves, Mandalorian Beskar’gam, and Mandalorian Helmet, you have resistance to kinetic and energy damage from unenhanced sources.

\n

The final piece of a Mandalorian’s armor, these gauntlets grant augmented strength.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Advanced","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Enhanced%20Items/Mandalorian%20Shuk_orok.png"} +>>>>>>> Stashed changes diff --git a/packs/packs/feats.db b/packs/packs/feats.db new file mode 100644 index 00000000..8b465f19 --- /dev/null +++ b/packs/packs/feats.db @@ -0,0 +1,98 @@ +{"_id":"10KjUfHaOKAiOw6T","name":"Survivalist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master wilderness lore, gaining the following benefits:

\n
    \n
  • Increase your Wisdom score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Survival skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You learn the alarm tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"10KjUfHaOKAiOw6T","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"10KjUfHaOKAiOw6T","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Survivalist.webp","effects":[]} +{"_id":"1DSm47d3mNU1rgya","name":"Empathic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You possess keen insight into how other people think and feel. You gain the following benefits:

\n
    \n
  • Increase your Wisdom score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Insight skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"1DSm47d3mNU1rgya","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Empathic.webp","effects":[]} +{"_id":"1ZAghZJQflkZUVuG","name":"Martial Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

\n
    \n
  • You learn two maneuvers of your choice from among those available to the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • \n
  • If you already have superiority dice, you gain one more; otherwise, you have two superiority dice, which are d4s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"32xXZ9VyqvvuqX2O","name":"Observant","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Quick to notice details of your environment, you gain the following benefits:

\n
    \n
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • \n
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • \n
  • You are considered to have advantage when determining your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Observant.webp","effects":[]} +{"_id":"3tOeQ7XLC7omOmIc","name":"Sniping Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've practiced casting powers more accurately from long range, learning techniques that give you the following benefits:

\n
    \n
  • When you cast a power that requires you to make an attack roll, the power's range is doubled.
  • \n
  • Your ranged force and tech attacks ignore half cover and three-quarters cover.
  • \n
  • You learn one at-will power that requires an attack roll. Your casting ability for this at-will power depends on the power list you chose from: Wisdom or Charisma (depending on power alignment) for force powers or Intelligence for tech powers.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"The ability to cast force or tech powers","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4DuaFCbiBxqL9eL3","name":"Lucky","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"You have inexplicable luck that seems to kick in at just the right moment.\r\n\r\nYou have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.\r\n\r\nYou can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome o f a roll, the points cancel each other out; no additional dice are rolled.\r\n\r\nYou regain your expended luck points when you finish a long rest.\r\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Lucky.webp","effects":[]} +{"_id":"4svS5qc5vl445fsU","name":"Precision Applications","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've honed your skills to fine edge, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can use the bonus action granted by your Cunning Action to carefully aim your next attack. You gain advantage on your next attack roll before the end of your current turn. You can't use this feature if you have moved during this turn, and using this feature reduces your speed to 0 until the end of your current turn.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in operative","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5YRWESEfVwbZC2Y6","name":"Heavy Weapon Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the assault cannon, bowcaster, scattergun, and shotgun. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • When a creature rolls a 1 on the saving throw against one of these weapons, it takes damage as if suffering a critical hit. If a creature would already suffer a critical hit when it rolls a 1 on this weapon's saving throw, it instead suffers a critical hit on a roll of 1 or 2.
  • \n
  • Whenever you score a critical hit against a creature that is holding an object, you can attempt to disarm the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or it drops an object of your choice at its feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Heavy%20Weapon%20Specialist.webp","effects":[]} +{"_id":"7WSolr5mmDrV654v","name":"Rifle Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the use of blaster carbine, blaster rifle, ion rifle, sniper rifle, and slugthrower. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to snare the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or its movement speed is reduced by half until the end of it's next turn. If it's speed was already reduced by half, it is instead reduced to 5 feet.
  • \n
  • When a creature you can see misses you with an attack roll, you can use your reaction to Disengage and move up to half your speed. You must end this movement further away from the creature than you started.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Rifle%20Specialist.webp","effects":[]} +{"_id":"8rcm51F8jpbNXWs3","name":"Ace Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You're quite experienced both on land and in the air, be it from time in a navy, as a mercenary, or perhaps even piracy. You gain the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Piloting skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check related to vehicles or ships, you are considered to have expertise in the Investigation or Perception skill.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":"Intelligence (Investigation) or Wisdom (Perception) check related to vehicles or ships"},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"8rcm51F8jpbNXWs3","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"8rcm51F8jpbNXWs3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Ace%20Pilot.webp","effects":[]} +{"_id":"9Tv2HgQeSEnALiup","name":"Supreme Accuracy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have uncanny aim with attacks that rely on precision. You gain the following benefits:

\n
    \n
  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • \n
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma you can reroll one of the dice once.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Dexterity, Intelligence, Wisdom, or Charisma 13","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Supreme%20Accuracy.webp","effects":[]} +{"_id":"A3iKF2QaiLp57Kct","name":"Silver-Tongued","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You develop your conversational skill to better deceive others. You gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Deception skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • When you take the Attack action, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"A3iKF2QaiLp57Kct","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"A3iKF2QaiLp57Kct","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Silver-Tongued.webp","effects":[]} +{"_id":"BGgoW3Cwxj28VTwz","name":"Power Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, or necrotic. Powers you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a power you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\r\n\r\nYou can select this feat multiple times. Each time you do so, you must choose a different damage type.\r\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"The ability to cast force or tech powers","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Power%20Adept.webp","effects":[]} +{"_id":"BaXJ9OO3GUF33Plg","name":"Investigator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Investigation skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You can take the Search action as a bonus action.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"BaXJ9OO3GUF33Plg","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Investigator.webp","effects":[]} +{"_id":"BjWUsjBQzq4w1Q3s","name":"Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have focused training with a specific tool. Select one type of specialist's kit. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You gain proficiency with the chosen kit. If you are already proficient with it, you instead gain expertise with it.
  • \n
  • You can attempt ability checks with the chosen kit without the kit present, but you have disadvantage on the check when you do so.
  • \n
  • Whenever you make an ability check with the chosen kit and you don't have disadvantage on the check, you can treat a d20 roll of 9 or lower as a 10, as long as you spend at least 1 minute on the check. You can select this feat multiple times. Each time you do so, you must choose a different specialist's kit.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Specialist.webp","effects":[]} +{"_id":"D02rvwCBbp6mIwlH","name":"Galvanizing Presence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your presence on the battlefield is a source of inspiration. You gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • As a bonus action, you let out a rallying war cry, ending the frightened or charmed condition on yourself and a number of allies that can hear you equal to your Charisma modifier (minimum of one). Once you've used this ability, you must complete a short or long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"D02rvwCBbp6mIwlH","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Galvanizing%20Presence.webp","effects":[]} +{"_id":"E1VLUKO9e7wb4mHm","name":"Athlete","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have undergone extensive physical training to gain the following benefits:

\n
    \n
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • \n
  • When you are prone, standing up uses only 5 feet of your movement.
  • \n
  • Climbing doesn't halve your speed.
  • \n
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Athlete.webp","effects":[]} +{"_id":"E89ZF9cltOGagy6F","name":"Keen Mind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You always know which way is north.
  • \n
  • You always know the number of hours left before the next sunrise or sunset.
  • \n
  • You can accurately recall anything you have seen or heard within the past month.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"E89ZF9cltOGagy6F","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Keen%20Mind.webp","effects":[]} +{"_id":"E8mrRhc4BQEgapcA","name":"Augmented Cyborg","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've experimented with cybernetic augmentations, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • Choose one cybernetic augmentation of standard rarity from Appendix A. That augmentation is installed and doesn't count against the maximum cybernetic augmentations you can support, but it does count towards your total cybernetics augmentations as shown in the Cybernetic Augmentations Side Effects table in Chapter 7.
  • \n
","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EEMJ3UEwesgxC78X","name":"Lightly Armored","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have trained to master the use of light armor, gaining the following benefits:

\n
    \n
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • \n
  • You gain proficiency with light armor. If you are already proficient with light armor, instead while you are wearing light armor, your speed increases by 5 feet. You can take this feat twice.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"EEMJ3UEwesgxC78X","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Lightly%20Armored.webp","effects":[]} +{"_id":"FF1sNY6xNbDsAnh1","name":"Actor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Skilled at mimicry and dramatics, you gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • \n
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"FF1sNY6xNbDsAnh1","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Actor.webp","effects":[]} +{"_id":"Gg5CP1rrrqslUvtd","name":"Perceptive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You hone your senses until they become razor sharp. You gain the following benefits:

\n
    \n
  • Increase your Wisdom score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Perception skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"Gg5CP1rrrqslUvtd","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"Gg5CP1rrrqslUvtd","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Perceptive.webp","effects":[]} +{"_id":"GlrABR30jRsQnhfg","name":"Quick-Fingered","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

\n
    \n
  • Increase your Dexterity score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Sleight of Hand skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"GlrABR30jRsQnhfg","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"GlrABR30jRsQnhfg","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Quick-Fingered.webp","effects":[]} +{"_id":"Gm5pE7iTE74ITJlK","name":"Practiced","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have acquired skills over your career, gaining the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You gain proficiency in any combination of two skills or tools of your choice.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Practiced.webp","effects":[]} +{"_id":"HG3tsJyWM7X7fVIv","name":"Fighting Stylist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty, gaining the following benefits:

\n
    \n
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • \n
  • Choose one of the Fighting Style options, detailed earlier in this chapter. You can select this feat multiple times. You can't take a Fighting Style option more than once, even if you later get to choose again.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Fighting%20Stylist.webp","effects":[]} +{"_id":"HMtPma2N0myiF2il","name":"Battle Scarred","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've spent a lifetime fighting, with the scars to prove it. You gain the following benefits:

\n
    \n
  • Increase your Constitution score by 1, to a maximum of 20.
  • \n
  • When you roll a 19 or a 20 on the d20 for a death saving throw, you regain 1 hit point.
  • \n
  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you've used this ability, you must complete a long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"HMtPma2N0myiF2il","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Battle%20Scarred.webp","effects":[]} +{"_id":"J5eAWVCNYRZPsJzq","name":"Mariner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've spent an exorbitant amount of time in water. You gain the following benefits:

\n
    \n
  • Increase your Constitution by 1, to a maximum of 20.
  • \n
  • You gain a swimming speed equal to your movement speed.
  • \n
  • You have advantage on ability checks and saving throws related to swimming.
  • \n
  • You can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier.
  • \n
","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"J5eAWVCNYRZPsJzq","active":false,"_targets":[]}]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JoDZj9iDHOq1K0L8","name":"Performer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master performance so that you can command any stage. You gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Performance skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"JoDZj9iDHOq1K0L8","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"JoDZj9iDHOq1K0L8","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Performer.webp","effects":[]} +{"_id":"K7DJqRZNotfWGZMK","name":"Alert","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Always on the lookout for danger, you gain the following benefits:

\n
    \n
  • You gain a +5 bonus to initiative.
  • \n
  • You can't be surprised while you are conscious.
  • \n
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.attributes.init.value","value":"5","mode":"+","targetSpecific":false,"id":1,"itemId":"K7DJqRZNotfWGZMK","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Alert.webp","effects":[]} +{"_id":"KmOP744KaU2bOsX2","name":"Techie","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the theory and practice of technology, gaining the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Technology skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You learn the repair droid tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"KmOP744KaU2bOsX2","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"KmOP744KaU2bOsX2","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Techie.webp","effects":[]} +{"_id":"LzF6ijAkhkIkiZdJ","name":"Forceful Vigor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your strength and virility rarely go unnoticed, often to the point of distraction. You gain the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • You can use your Strength modifier instead of your Constitution modifier when making Constitution checks.
  • \n
  • When you would make a Constitution saving throw, you can instead make a Strength saving throw. You can use this feature a number of times equal to your Strength modifier. You regain all expended uses of this feature when you complete a long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"LzF6ijAkhkIkiZdJ","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Forceful%20Vigor.webp","effects":[]} +{"_id":"NMzjgUDUPBVVJJdP","name":"Force of Personality","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Rooms never go unalerted to your presence, and the strength of your personality make others lose focus on their own social game. Powers and other effects infrequently override your force of will. You gain the following benefits:

\n
    \n
  • Your Charisma score increases by 1, to a maximum of 20.
  • \n
  • You can use your Charisma modifier instead of your Wisdom modifier when making Insight checks.
  • \n
  • When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you complete a long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"NMzjgUDUPBVVJJdP","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Force%20of%20Personality.webp","effects":[]} +{"_id":"Of8IhnbIiID6sUt4","name":"Charmer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've master the art of charming those around you, gaining the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Persuasion skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"Of8IhnbIiID6sUt4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.skills.per.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"Of8IhnbIiID6sUt4","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Charmer.webp","effects":[]} +{"_id":"QLLXt6fQiqI1Va2l","name":"Tech Dabbler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"You know two at-will tech powers. When you reach 3rd level, you learn and can cast one 1st-level tech power once per long rest. When you reach 5th level, you learn and can cast one 2nd-level tech power once per long rest. Your techcasting ability is Intelligence. You do not require use of a tech focus for these powers.\r\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Tech%20Dabbler.webp","effects":[]} +{"_id":"Qv2nJWPLJ2klIEbQ","name":"Acrobat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You become more nimble, gaining the following benefits:

\n
    \n
  • Increase your Dexterity score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Acrobatics skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"abil","attackBonus":0,"chatFlavor":"As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"requirements":"","recharge":{"value":0,"charged":false},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"Qv2nJWPLJ2klIEbQ","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"Qv2nJWPLJ2klIEbQ","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Acrobat.webp","effects":[]} +{"_id":"RDN5JNfiKs59xcGt","name":"Feigned Confidence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've spent years pretending you know what you're doing, gaining the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • When you would make an ability check that doesn't add your proficiency bonus, you can first make a DC 15 (Charisma) Deception check. On a success, you can add your proficiency bonus to the check. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"RDN5JNfiKs59xcGt","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Feigned%20Confidence.webp","effects":[]} +{"_id":"T0pMXR5lUepOZWAu","name":"Unnatural Resilience","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have the fortitude often attributed to gods, granting the following benefits:

\n
    \n
  • You gain proficiency in Constitution saving throws. If you are already proficient in them, you add double your proficiency bonus to saving throws you make.
  • \n
  • Enhanced effects, such as powers or medpacs, that would restore hit points to you can't restore an amount less than half your level + your Constitution modifier. If this amount would exceed that maximum amount of hit points that effect could restore, you instead take that effect's maximum.
  • \n
  • You can add your Constitution modifier to death saving throws you make.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Constitution 20, level 12","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"T4oYkzdxQmcbHG6G","name":"Brawny","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You become stronger, gaining the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Athletics skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You count as if you were one size larger for the purpose of determining your carrying capacity.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"T4oYkzdxQmcbHG6G","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"T4oYkzdxQmcbHG6G","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Brawny.webp","effects":[]} +{"_id":"UUaYVEXcwbVHv2sr","name":"Healer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You are an able medic, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

\n
    \n
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • \n
  • When you use a traumakit to stabilize a dying creature, that creature also regains 1 hit point.
  • \n
  • As an action, you can spend one use of a traumakit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points again in this way until it finishes a short or long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Healer.webp","effects":[]} +{"_id":"VSXqyHXrw1kI3X91","name":"Close Quarters Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've practiced utilizing powers in close quarters, learning techniques that grant you the following benefits:

\n
    \n
  • When making a ranged force or tech attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
  • \n
  • Your ranged force and tech attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
  • \n
  • You learn one at-will power that requires an attack roll. Your casting ability for this at-will power depends on the power list you chose from: Wisdom or Charisma (depending on power alignment) for force powers or Intelligence for tech powers.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"The ability to cast force or tech powers","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VUliXV0a3Owu4yuI","name":"Sidearm Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the blaster pistol, heavy pistol, hold out, ion pistol, light pistol, and wrist launcher. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • You learn to load and fire your weapon more efficiently. You can now reload these weapons using your object interaction. You must have one free hand to reload.
  • \n
  • Whenever you score a critical hit against a living creature that has a head, you can attempt to daze the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the end of its next turn.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Sidearm%20Specialist.webp","effects":[]} +{"_id":"VxSLc899DPLmuepp","name":"Animal Handler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the techniques needed to train and handle animals. You gain the following benefits:

\n
    \n
  • Increase your Wisdom score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Animal Handling skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"VxSLc899DPLmuepp","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"VxSLc899DPLmuepp","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Animal%20Handler.webp","effects":[]} +{"_id":"W15mnFHa0xq3tXL1","name":"Fighting Master","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"You've mastered a particular style of fighting. Choose one of the Fighting Mastery options, detailed earlier in this chapter. You can select this feat multiple times. You can't take a Fighting Mastery option more than once, even if you later get to choose again.\r\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Fighting%20Master.webp","effects":[]} +{"_id":"W8VTyuB1D1pa4s4N","name":"Serene Resolve","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've learned to adapt the Force in new ways, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • As a bonus action, you can expend a use of your Channel the Force to regain 2 force points.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in guardian","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WaO9gKAZN43oQrsA","name":"Promising Commander","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've trained relentlessly to lead your allies on the field of battle, gaining the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • As an action, you can gain tactical insight. For one minute, once per turn you can can utter a special command or warning whenever an ally you can see within 30 feet makes an attack roll or saving throw. This creature can add a d4 to the roll provided it can hear and understand you. A creature can only benefit from one such die at a time. Once you've used this feature, you must complete a short or long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"WaO9gKAZN43oQrsA","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Promising%20Commander.webp","effects":[]} +{"_id":"WtF8rN7cxIc3D86D","name":"Durable","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Hardy and resilient, you gain the following benefits:

\n
    \n
  • Increase your Constitution score by 1, to a maximum of 20.
  • \n
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you can regain from the roll equals twice your Constitution modifier (minimum of 2).
  • \n
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"WtF8rN7cxIc3D86D","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Durable.webp","effects":[]} +{"_id":"XRtb4NmElyRsERrk","name":"Adaptive Training","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've developed a new fluidity to your training and practice, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • Whenever you complete a long rest, you can replace a fighting style you know with another style available. You can't take a Fighting Style option more than once, even if you later get to choose again.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in fighter","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Xqo6KzAFPtLdW9YS","name":"Moderately Armored","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have trained to master the use of medium armor, gaining the following benefits:

\n
    \n
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • \n
  • You gain proficiency with medium armor. If you are already proficient with medium armor, instead while you are wearing medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher, and you ignore the bulky property of medium armor. You can take this feat twice.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Proficiency with light armor","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":1,"itemId":"Xqo6KzAFPtLdW9YS","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Moderately%20Armored.webp","effects":[]} +{"_id":"XuhxzosKJIBWpWHU","name":"Savage Shorty","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Despite being short of stature, your size has no impact on your strength and virility. You gain the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • Your speed increases by 5 feet.
  • \n
  • You lose the Undersized special trait.
  • \n
","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Strength 13, size Small","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"XuhxzosKJIBWpWHU","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.attributes.speed.value","value":"5","mode":"+","targetSpecific":false,"id":2,"itemId":"XuhxzosKJIBWpWHU","active":false,"_targets":[]}]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YJOdr43nmsPXAxp3","name":"Naturalist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your extensive study of nature rewards you with the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Nature skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You learn the toxin scan tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"YJOdr43nmsPXAxp3","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"YJOdr43nmsPXAxp3","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Naturalist.webp","effects":[]} +{"_id":"YfISDL99fjJ9WYy3","name":"Focused Vitality","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've learned to harness your focus to restore yourself, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • As an action, you can spend 2 focus points and roll a Martial Arts die. You regain a number of hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, a minimum of one).
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in monk","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YhvSSzW56SuR7Kja","name":"Casting Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Choose one from force- or tech-casting. You've mastered your chosen casting type, gaining the following benefits:

\n
    \n
  • You gain a +1 bonus to your force or tech save DC and your force or tech attack modifier.
  • \n
  • Once per turn, when you cast a power that requires an attack roll or saving throw, you can have advantage on one attack roll, or you can force one creature affected by the power to have advantage or disadvantage on the saving throw (your choice). Once you've used this feature on a creature, you can't do so again until you complete a short or long rest.
  • \n
  • Once per turn, when you cast a power that doesn't require an attack roll or saving throw but requires a die roll, you can choose the maximum or minimum on the die (your choice). If the power requires rolling multiple dice, you can only affect a number of them equal to half your proficiency bonus (rounded up) in this way. You can select this feat twice. Each time you do so, you must choose a different casting type.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"The ability to cast force or tech powers","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Casting%20Specialist.webp","effects":[]} +{"_id":"YrUXpp1j01lHSmxG","name":"Blade Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightdagger, lightfoil, lightsaber, martial lightsaber, shotosaber, techblade, vibroblade, vibrodagger, and vibrorapier. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • As a bonus action, you can take a parrying stance. While you are in this stance and you aren't wielding a shield, you gain a bonus to AC equal to half your proficiency bonus (rounded up) until the start of your next turn.
  • \n
  • You score a critical hit on a roll of 19 or 20.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Blade%20Specialist.webp","effects":[]} +{"_id":"a4Id4dk3ov3dYw7X","name":"Polearm Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the lightsaber pike, saberspear, vibrolance, vibropike, and vibrospear. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • When you take the Attack action, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals kinetic damage. If the weapon has the reach property, the bonus action attack does not benefit from this property.
  • \n
  • When you take the Attack action, you can choose to forgo one of your attacks. If you do so, your reach increases by 5 feet until the start of your next turn.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Polearm%20Specialist.webp","effects":[]} +{"_id":"aYMhiCMRBwH1WomL","name":"Linguist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have studied languages and codes, gaining the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You learn three languages of your choice.
  • \n
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use a power to decipher it.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"aYMhiCMRBwH1WomL","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Linguist.webp","effects":[]} +{"_id":"ai5BTh0VA5FpLVtu","name":"Force Guidance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've learned to utilize your gift with the Force in a specific, unique way. You gain the following benefits:

\n
    \n
  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • \n
  • Choose a skill or tool in which you are proficient. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to the check if it doesn't already include that modifier. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a long rest. You can select this feat multiple times. Each time you do so, you must choose a different skill or tool.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"The ability to cast force powers","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Force%20Guidance.webp","effects":[]} +{"_id":"aujuUebb7f4e6ht8","name":"Threatening","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You become fearsome to others, gaining the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Intimidation skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • When you take the Attack action, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"aujuUebb7f4e6ht8","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"aujuUebb7f4e6ht8","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Threatening.webp","effects":[]} +{"_id":"cHFXtjcgWLkCTAea","name":"Heavily Armored","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have trained to master the use of heavy armor, gaining the following benefits:

\n
    \n
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • \n
  • You gain proficiency with heavy armor. If you are already proficient with heavy armor, instead while you are wearing heavy armor, critical hits made against you are treated as normal hits. You can take this feat twice.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Proficiency with medium armor","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":1,"itemId":"cHFXtjcgWLkCTAea","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Heavily%20Armored.webp","effects":[]} +{"_id":"ccsjgZgwSyw3r0on","name":"Exalted Awareness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have the wisdom associated with the most renowned masters of the Force, granting the following benefits:

\n
    \n
  • You gain proficiency in Wisdom saving throws. If you are already proficient in them, you add double your proficiency bonus to Wisdom saving throws you make.
  • \n
  • Creatures within 60 feet of you have disadvantage on Dexterity (Stealth) checks made to hide from you.
  • \n
  • As an action, you can sense the presence of illusions and other effects designed to deceive the senses within 30 feet of you, provided that you aren't blinded or deafened. You sense that an effect is trying to trick you, but you gain no insight into what is hidden or its true nature. Once you've used this feature, you must complete a short or long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Wisdom 20, level 12","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ckcrU1ZRdKmq4hQY","name":"Fanatic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Every blow that hits your enemies makes you feel closer to victory, making you shake in excitement. You gain the following benefits:

\n
    \n
  • When you score a critical hit with an attack roll or reduce a creature to 0 hit points, you can make one weapon attack as a bonus action.
  • \n
  • Whenever a creature you can see within 30 feet is reduced to 0 hit points, you go into a fervor gaining temporary hit points equal to 1d4 + your Constitution modifier.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Fanatic.webp","effects":[]} +{"_id":"cnf7zry702QLzotX","name":"Meditative Mindfulness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've delved to new depths during your meditation, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • When you complete a long rest, you can choose one of the force powers you know and replace it with another force power, as long as that power is not of a higher level than your Max Power Level.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in consular","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dAmUh0ASLU1xshOs","name":"Combat Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've practiced making your powers more difficult to avoid, learning techniques that grant you the following benefits:

\n
    \n
  • When a creature rolls a 1 on the d20 roll of a saving throw against a power you cast that deals damage, they instead take the highest number possible for the damage die.
  • \n
  • You learn one at-will power that requires a saving throw. Your casting ability for this at-will power depends on the power list you chose from: Wisdom or Charisma (depending on power alignment) for force powers or Intelligence for tech powers.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"The ability to cast force or tech powers","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dQzURN2q97jG47Qo","name":"Quick Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've practiced casting powers in quick succession, learning techniques that grant you the following benefits:

\n
    \n
  • When you cast a power with a casting time of a bonus action, you may use your action to cast a power with a power level no higher than half your proficiency bonus (rounded down).
  • \n
  • When you cast a power with a casting time of a bonus action, you can cast it without expending force or tech points as long as it is no higher level than your proficiency bonus. Once you've used this feature, you must complete a long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"The ability to cast force or tech powers","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dSjQBf5jwukcGDfY","name":"Force-Sensitive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"You know two at-will force powers. When you reach 3rd level, you learn one 1st-level force power, which you can cast once per long rest. When you reach 5th level, you learn one 2nd-level force power, which you can once per long rest. Your forcecasting ability is Wisdom or Charisma (depending on power alignment). Additionally, you lose the Force-Insensitive special trait if you have it.\r\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Creature type","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Force-Sensitive.webp","effects":[]} +{"_id":"dWfbvXKx0ZDEEY4w","name":"Overwhelming Presence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have the presence of the most affluent of leaders, granting the following benefits:

\n
    \n
  • You gain proficiency in Charisma saving throws. If you are already proficient in them, you add double your proficiency bonus to Charisma saving throws you make.
  • \n
  • While you are conscious, up to five friendly creatures within 30 feet of you who can see or hear you and who can understand you can gain a bonus to one Intelligence, Wisdom, or Charisma saving throw they make equal to your Charisma modifier. Once they've done so, they can't do so again until they finish a short or long rest.
  • \n
  • As an action, you can attempt to distract up to five creatures you can see within 30 feet of you. Each creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). Any creature immune to being charmed is unaffected. If you or your companions are fighting a creature, it has advantage on the saving throw. On a failed save, for the next minute, a creature has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the effect ends or until the target can no longer see or hear you. The feature ends early if you are incapacitated.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Charisma 20, level 12","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dYGd07LLEJu5RKzH","name":"Trip Weapon Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the chakram, light ring, net, saberwhip, vibrobaton, vibrostaff, and vibrowhip. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • As a bonus action on your turn, you can extend your weapon to sweep around and pull down an opponent's shield. Until the end of that creature's next turn, it gains no benefit to armor class from its shield.
  • \n
  • When you score a critical hit with the weapon or hit with an opportunity attack using the weapon, you can attempt to trip the opponent as well. If the target is no more than one size larger (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your choice of either your Strength or Dexterity modifier) or be knocked prone.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Trip%20Weapon%20Specialist.webp","effects":[]} +{"_id":"drXPCTuKznN8IXBN","name":"Versatile Design","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've learned to approach problems from new angles, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • When you complete a long rest, you can choose one of the maneuvers you know and replace it with another one.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in scholar","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eqBlqioFPauxq798","name":"Cunning Intellect","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have the cunning of the most prolific scholars, granting the following benefits:

\n
    \n
  • You gain proficiency in Intelligence saving throws. If you are already proficient in them, you add double your proficiency bonus to Intelligence saving throws you make.
  • \n
  • When you engage in the Training downtime activity, during resolution, you add your proficiency bonus to the check. If you would already add your proficiency bonus, you instead add twice your proficiency bonus.
  • \n
  • Whenever you make an ability check that uses your Intelligence, you can add half your proficiency bonus (rounded down) if it doesn't already include your proficiency bonus. Additionally, if you roll lower than half your level (rounded down) on an Intelligence check, you can instead use your level for the d20 roll.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Intelligence 20, level 12","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fohQLLoe5AnkvvaC","name":"Medic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the physician's arts, gaining the following benefits:

\n
    \n
  • Increase your Wisdom score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Medicine skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"fohQLLoe5AnkvvaC","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"fohQLLoe5AnkvvaC","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Medic.webp","effects":[]} +{"_id":"fz4xeG1EtHJNBHQy","name":"Bountiful Luck","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"Your people have extraordinary luck, which you have learned to lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!\r\n\r\nWhen an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction and expend 1 luck point to let the ally reroll the die. The ally must use the new roll.\r\n\r\nWhen you use this ability, you can't use luck points before the end of your next turn. \r\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Lucky feat","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Bountiful%20Luck.webp","effects":[]} +{"_id":"gQDk0fGDlFDVl9Uj","name":"Inspiring Leader","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.\r\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Charisma 13","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Inspiring%20Leader.webp","effects":[]} +{"_id":"h9fsZnfh6RP9PiZv","name":"Dual Focused Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have learned to bifurcate your attention while concentrating on powers, learning techniques that grant you the following benefits:

\n
    \n
  • If you attempt to cast a power that requires concentration while already concentrating on an existing power, you can maintain concentration on both powers simultaneously. You must spend your action each subsequent round on maintaining this concentration, or lose concentration for both powers.
  • \n
  • At the end of each of your turns where you have two powers you are concentrating on, you must make a Constitution saving throw (DC equals 10 + the number of complete rounds you've been concentrating on two powers). On a failure, you lose concentration for both powers. You can drop concentration on one of your powers during your turn as a free action to avoid this saving throw.
  • \n
  • Any time you would be forced to make a Constitution saving throw to maintain concentration due to taking damage, the DC equals 10 + both powers' levels combined, or half the damage you take, whichever number is higher. On a failure, you lose concentration on both powers.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"The ability to cast force or tech powers","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iEFbSjp7DaDSo8Az","name":"Tough","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have the blood of heroes flowing through your veins. You gain the following benefits:

\n
    \n
  • Increase your Constitution score by 1, to a maximum of 20.
  • \n
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of one).
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Durable feat","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"iEFbSjp7DaDSo8Az","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Tough.webp","effects":[]} +{"_id":"ig8TPZw7mt3jQqbi","name":"Tireless Outrider","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've pushed yourself past the limits of your endurance, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • As an action, you can reduce your exhaustion level by 1 and give yourself a number of temporary hit points equal to 1d10 + your Intelligence modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in scout","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iiZ66oT6lIqkrOGk","name":"Weapon Expert","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have practiced extensively with a variety of weapons, gaining the following benefits:

\n
    \n
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • \n
  • You gain proficiency with all blasters, lightweapons, and vibroweapons. If you are already proficient with them, instead once per turn when you roll damage for a weapon attack using a weapon with which you are proficient, you can reroll the weapon's damage dice and use either total. You can take this feat twice.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"iiZ66oT6lIqkrOGk","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"iiZ66oT6lIqkrOGk","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"iiZ66oT6lIqkrOGk","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Weapon%20Expert.webp","effects":[]} +{"_id":"jjAqimaLDJ9GoSSL","name":"Customized Droid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've been customized beyond other droids of the same model, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • Choose one droid customization of standard rarity from Appendix A. That customization is installed and doesn't count against the maximum droid customizations you can support, but it does count towards your maximum parts as shown in the Droid Size Maximum Parts table in Chapter 7.
  • \n
","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Class I, II, III, IV, or V Droid","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"k316FEnj9NARisTU","name":"Expert Potency","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've obtained new ways to assist your allies, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • When a creature has a Potent Aptitude die from you and casts a power, they can roll the die and add the number rolled to one damage or healing roll of the power. If the power would damage or heal multiple targets, this bonus only applies to one of them. The Potent Aptitude die is then lost.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in engineer","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kbN0CSXPaTs3mfan","name":"Mounted Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You are trained in the use of powers while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

\n
    \n
  • When you cast a power targeting yourself, you can also affect your mount with the power.
  • \n
  • You have advantage on melee force or tech attack rolls against any unmounted creature that is smaller than your mount.
  • \n
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"The ability to cast force or tech powers","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"l16JW8IL3N6NSivU","name":"War Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've practiced casting powers in the midst of combat, learning techniques that grant you the following benefits:

\n
    \n
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a power when you take damage.
  • \n
  • Once per round, when a hostile creature provokes an opportunity attack from you, you can use your reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.
  • \n
\n

Class-Specific Feats

\n

Some players might find their class missing a little something. These feats are designed to give characters who focus on a single class a little more identity.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"The ability to cast force or tech powers","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lWHtIoW012u1QQ53","name":"Resilient","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Choose one ability score. You gain the following benefits:

\n
    \n
  • Increase the chosen ability score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in saving throws using the chosen ability.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Resillient.webp","effects":[]} +{"_id":"m5FKO0ltZGdxtadH","name":"Entertainer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have a natural gift for performing and competing. Select one gaming set or musical instrument. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the chosen gaming set or musical instrument. If you are already proficient with it, you instead gain expertise with it.
  • \n
  • While playing your chosen instrument or game, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have advantage on Wisdom (Insight) checks to read the emotions of those you performed for or competed against. You can select this feat multiple times. Each time you do so, you must choose a different gaming set or musical instrument.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Entertainer.webp","effects":[]} +{"_id":"odprUVlMYRnJ4OOJ","name":"Dungeon Delver","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

\n
    \n
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • \n
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • \n
  • You have advantage on saving throws made to avoid or resist traps.
  • \n
  • You have resistance to the damage dealt by traps.
  • \n
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Dungeon%20Delver.webp","effects":[]} +{"_id":"ozWdapIWplYGXv7g","name":"Snappy Interjection","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've mastered a quick tongue to aid your allies. You gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • Once per short or long rest, when an ally makes an attack roll, an ability check or a saving throw, you can spend your reaction to give them advantage on the roll.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"ozWdapIWplYGXv7g","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Snappy%20Interjection.webp","effects":[]} +{"_id":"p22Fu1TzzQ0zG6KI","name":"Climber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You excel at scaling cliffsides, hills, trees, and general climbing. You gain the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • You gain a climbing speed equal to your movement speed.
  • \n
  • You have advantage on ability checks and saving throws to avoid falling off or down while climbing.
  • \n
  • You can spend 5 minutes instructing, pointing out handholds, and guiding other creatures before making a climb. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you. Each creature can add a 1d6 to any ability check or saving throw they make for that climb.
  • \n
","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"p22Fu1TzzQ0zG6KI","active":false,"_targets":[]}]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"p9p9uvgtw0as7ecU","name":"Relentless Pursuer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've harnessed a new level of persistence, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in berserker","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"q7ahgoAYWA5ghy81","name":"Tiny Terror","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Despite falling below knee height of other species, your size has less impact on your strength and virility. You gain the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • Your speed increases by 5 feet.
  • \n
  • You lose the Pintsized special trait, and you are no longer limited to +3 when determing your bonus to attack and damasge rolls for weapon attacks using Strength due to the Puny special trait.
  • \n
  • You gain the Undersized special trait:

    Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, you can only wield it in two-hands.
  • \n
","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Strength 13, size Tiny","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"q7ahgoAYWA5ghy81","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.attributes.speed.value","value":"5","mode":"+","targetSpecific":false,"id":2,"itemId":"q7ahgoAYWA5ghy81","active":false,"_targets":[]}]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qW28id0DXW7FjT6V","name":"Crushing Weapon Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the greatsaber, techaxe, techstaff, vibroaxe, vibroknuckler, vibromace, and vibrosword. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to knock the target prone. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability). If you win the contest, the target is knocked prone.
  • \n
  • Once per round, when you use your reaction to make a melee weapon attack, you have advantage on the attack roll.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Crushing%20Weapon%20Specialist.webp","effects":[]} +{"_id":"sC2RPRGuIXbzP4Vc","name":"Mobile","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You are exceptionally speedy and agile. You gain the following benefits:

\n
    \n
  • Your speed increases by 10 feet.
  • \n
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • \n
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.attributes.speed.value","value":"10","mode":"+","targetSpecific":false,"id":1,"itemId":"sC2RPRGuIXbzP4Vc","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Mobile.webp","effects":[]} +{"_id":"tVElcveiEV69LpMD","name":"Titan's Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have the strength that legends tell of, granting the following benefits:

\n
    \n
  • You gain proficiency in Strength saving throws. If you are already proficient in them, you add double your proficiency bonus to Strength saving throws you make.
  • \n
  • You ignore the two-handed property of weapons with which you are proficient.
  • \n
  • When you miss with a melee weapon attack, the creature takes damage equal to your Strength modifier. This damage is of the same type as the weapon's damage.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Strength 20, level 12","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"tc0x7wRpNsW1O2Zz","name":"Prone Combatant","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've practiced fighting while prone, gaining the following benefits:

\n
    \n
  • Increase your Dexterity score by 1, to a maximum of 20.
  • \n
  • You gain a crawling speed equal to your movement speed.
  • \n
  • You no longer have disadvantage on ranged attack rolls against targets within 30 feet.
  • \n
  • When you attempt to hide on your turn while prone, you can opt to not move on that turn. If you avoid moving, you are considered lightly obscured. You lose this benefit if you move or stand up, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
  • \n
","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"tc0x7wRpNsW1O2Zz","active":false,"_targets":[]}]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"tzePc2J19K2YB4Mt","name":"Loremaster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your study of history rewards you with the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Lore skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (Lore) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"tzePc2J19K2YB4Mt","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"tzePc2J19K2YB4Mt","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Loremaster.webp","effects":[]} +{"_id":"uYSCaHw1CtA3VJEY","name":"Quick-Witted","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Great ideas come to you naturally, often when your life depends on it. You always have a plan, or at least parts of it. You gain the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You can use your Intelligence modifier instead of your Dexterity modifier when making initiative checks.
  • \n
  • When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses of this feature when you complete a long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"uYSCaHw1CtA3VJEY","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Quick-Witted.webp","effects":[]} +{"_id":"ua8SMi9eB45JvLvn","name":"Shard Modification","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You are specially modified droid used to house a shard. Shards are sentient crystals native to the planet Orax, roughly a foot in length, that communicate with each other through pulses of light. While inhabiting a specialized droid host, shards are able to overcome the droid's inability to wield the Force, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You lose the Force Insensitive special trait.
  • \n
  • You can cast the sense force force power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for this power.
  • \n
","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Creature type","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vesMmgkOBAQLvIEU","name":"Blinding Agility","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have the reflexes one who can see things before they happen, granting the following benefits:

\n
    \n
  • You gain proficiency in Dexterity saving throws. If you are already proficient in them, you add double your proficiency bonus to Dexterity saving throws you make.
  • \n
  • Weapons that lack the two-handed or special properties are considered to have the finesse property for you.
  • \n
  • Opportunity attacks made against you have disadvantage.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Dexterity 20, level 12","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vxDwtMysjVevQ9RN","name":"Crafter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan's implements. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You gain proficiency with the chosen tool. If you are already proficient with it, you instead gain expertise with it.
  • \n
  • When you craft something with the chosen tool, the total market value you can craft increases 50 cr per day. If you have expertise with it, the market value instead increases by 100 cr per day.
  • \n
  • If you use the tool you've selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to. You can select this feat multiple times. Each time you do so, you must choose a different set of artisan's implements.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Crafter.webp","effects":[]} +{"_id":"y09iFQHd9gACYeKn","name":"Haggler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your skills at bartering have granted you the following benefits:

\n
    \n
  • Increase your Charisma score by 1, up to a maximum of 20.
  • \n
  • You have advantage on Charisma (Persuasion) and Charisma (Deception) checks when attempting to barter or trade.
  • \n
  • You are always aware of the current monetary value for any unenhanced or common enhanced item. Whenever you identify an item, you gain a rough estimate of its current monetary value.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"y09iFQHd9gACYeKn","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Haggler.webp","effects":[]} +{"_id":"yOhhoeyIfccOM1JQ","name":"Kinetic Stoicism","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've developed a preternatural focus, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • Once per turn, whenever you roll a Kinetic Combat die, you can roll the die twice and take either total.
  • \n
\n

Ability Capstone Feats

\n

At higher levels, character tend to reach the pinnacle of an ability score, representing their mastery of that aspect. These feats are designed to give those characters an edge greater than just the ability score.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in sentinel","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zp1d7mtK3QWMZX6j","name":"Stealthy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You know how best to hide, gaining the following benefits:

\n
    \n
  • Increase your Dexterity score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Stealth skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"zp1d7mtK3QWMZX6j","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"zp1d7mtK3QWMZX6j","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Feats/Stealthy.webp","effects":[]} diff --git a/packs/packs/forcepowers.db b/packs/packs/forcepowers.db index 21cefab3..cb354d82 100644 --- a/packs/packs/forcepowers.db +++ b/packs/packs/forcepowers.db @@ -1,3 +1,4 @@ +<<<<<<< Updated upstream {"name":"Affliction","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","_id":"KCVdYOoxu0kfkSCn"} {"name":"Destroy Droid","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","_id":"eYw6j0VVVD0vEH7l"} {"name":"Disable Droid","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","_id":"KJ7bSmk9W4AImGRm"} @@ -7,11 +8,79 @@ {"name":"Force Chain Lightning","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","_id":"C0XOY6bm7NkP5cDW"} {"name":"Force Lightning Cone","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Cone%20Lightning.webp","_id":"NrMpYXddHnoPKHT2"} {"name":"Force Lightning","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","_id":"Yn07n957VuJ39xk3"} +======= +{"name":"Force Storm","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

A crackling storm of lightning with a diameter of 60 feet and a height of 120 feet appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.

\n

The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"cylinder"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["30d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Storm.webp","_id":"16N8bYdqJ8bvDPQX"} +{"_id":"1ARPmaD7aZ3Pjxt2","name":"Battle Precognition","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp"} +{"name":"Remove Curse","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner’s attunement to the object so it can be removed or discarded.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"1IFr14Wc4sA1833o"} +{"name":"Sanctuary","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"1hCkZcduMjx91kSe"} +{"_id":"1hXmkUOjNtkCtS8T","name":"Bestow Curse","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"touch","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp"} +{"_id":"1svmnRR3v0KEGeDZ","name":"Mind Trick","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp"} +{"_id":"28uF6yN4NLoc1Mf7","name":"Master Speed","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp"} +{"_id":"2EdyvNwmyRD9yhmn","name":"Maddening Darkness","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Terrifying darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Unenhanced light, as well as light created by powers of 8th level or lower, can’t illuminate the area.

\n

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shroud of Darkenss"},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Maddening%20Darkness.webp"} +{"name":"Valor","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"2MaAEt5XSnjEurWK"} +{"_id":"3IoaQSSoAtFsoavO","name":"Master Force Barrier","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

This power massively bolsters your allies with toughness and resolve. Creatures of your choice in a 30-foot radius around you when you cast this power gain the following benefits:

\n
    \n
  • The creature sheds dim light in a 5-foot radius.
  • \n
  • The creature has advantage on all saving throws
  • \n
  • Other creatures have disadvantage on attack rolls against them.
  • \n
  • When a dark side creature hits them with a melee attack, that creature must make a Constitution saving throw or be blinded until the power ends.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"name":"Force Propel","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"3KGdCbHATzaghiwo"} +{"name":"Mass Hysteria","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, manifesting their worst nightmares as an implacable threat visible only to them. Each creature in a 30-foot-radius sphere is frightened for the duration of the power. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage. On a successful save, the power ends for that creature. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hysteria Power"},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"3odfJsD1RezuxzDG"} +{"name":"Restoration","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"4Tmt6Bb06vqS7cCM"} +{"_id":"4a18XmMOExlwDAYF","name":"Breath Control","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg"} +{"name":"True Sight","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You shift your vision to see through use of the Force, giving you the ability to see things as they actually are. For the duration, you have truesight and notice secret doors hidden by powers, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"4bBmcQgYLFIO9GCn"} +{"name":"Revitalize","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"5Gxqh2j4A258jCSY"} +{"_id":"5koTRABu4ER8g6Wo","name":"Horror","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp"} +{"name":"Convultion","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"5lOXTZUiRmL7aZi9"} +{"_id":"5o01ADUmNyzy470b","name":"Force Disarm","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"name":"Telekinetic Storm","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"5raHPlhouud0Jpr4"} +{"name":"Skill Empowerment","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Your power with the Force deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"5tAwilkRcZsTc62q"} +{"_id":"6d2wwUGy40FlGqaY","name":"Scourge","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

For the power’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the power ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of scourge.

\n

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

\n

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

\n

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Plague Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"self","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Scourge.webp"} +{"name":"Give Life","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"6sfPioKWjx1VOqwF"} +{"name":"Improved Phasewalk","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"6tJDkxz5pyPHVJvT"} +{"_id":"6xaiD7x8L4RLpXKv","name":"Improved Force Immunities","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 15-foot radius around you and remains for the duration. The barrier moves with you.

\n

Any force power of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the power is cast using a higher level force slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Immunity.webp"} +{"_id":"7dqNYNqMphGLIm5T","name":"Heal","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp"} +{"_id":"81kLSpx80zEEr0O2","name":"Denounce","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp"} +{"name":"Stun Droid","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","_id":"83VXTwWszl8bMlW6"} +{"name":"Stun","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"8UOBsZEV8esbx6IG"} +{"name":"Siphon Life","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"99X7GzLrrdVppgT9"} +{"_id":"ABfdZpL0iC2Osioj","name":"Rage","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp"} +{"_id":"AnqVVfHnV36f7OnA","name":"Dominate Monster","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the creature is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

Force Potency. When you cast this power with a 9th-level force slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Mind Power"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Monster.webp"} +{"_id":"AvkOVXIYVgJTsytl","name":"Beast Trick","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

This power lets you distract a beast. Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power’s duration. If you or one of your companions harms the target, the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1 additional beast"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beast%20Trick.webp"} +{"_id":"B3wzjcXwEAfTxhQW","name":"Hallucination","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp"} +{"name":"Cloud Mind","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"BJDl4AQjFfR1RTxc"} +{"name":"Sonic Charge","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","Sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"BMCJlnRZ5j4MlUnU"} +{"_id":"BbTpLPyPoucTsEdA","name":"Knight Speed","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp"} +{"_id":"BqGw2Mt7mBqqVclc","name":"Freedom of Movement","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"_id":"C0XOY6bm7NkP5cDW","name":"Force Chain Lightning","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp"} +{"_id":"C2ROn2KK2QTLm9DW","name":"Guidance","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"name":"Spare the Dying","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"CJR5SlWKoaCtY1bq"} +{"name":"Tremor","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You cause a tremor in the ground within range. Each creature other than you in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"CsLjEyQtegNiXKIZ"} +{"_id":"CuAbwhIt3j2V30Ey","name":"Saber Reflect","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp"} +{"_id":"DFpooO6icOfTdG5C","name":"Master Feedback","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

\n

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned.

\n

A stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Greater Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Feedback.webp"} +{"name":"Improved Phasestrike","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"ENNhFJKCcxrg481J"} +{"_id":"EXK4sg6gKXfMnLnf","name":"Battle Meditation","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp"} +{"name":"Improved Restoration","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

\n
    \n
  • One effect that charmed the target.
  • \n
  • One curse, including the target’s attunement to a cursed item.
  • \n
  • Any reduction to one of the target’s ability scores.
  • \n
  • One effect reducing the target’s hit point maximum.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Restoration"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"F02pFj62Grlr9sdF"} +{"name":"Project","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"FLBRnexpCEIneqy2"} +{"_id":"FVpFXYowoWwgFuIJ","name":"Shroud of Darkness","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp"} +{"_id":"FrOqLsVBWUSvka4X","name":"Improved Heal","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp"} +{"_id":"G4d6y321T0yRmNpN","name":"Shocking Shield","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp"} +{"_id":"G5mI31lc5lBqMT4V","name":"Master Force Immunity","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A 10-foot-radius faintly shimmering barrier surrounds you. Within the sphere, powers can’t be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as force storm, can’t extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 vibrosword in the sphere functions as an unenhanced vibrosword.

\n

An enhanced weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced saberspear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Sever Force. Powers and enhanced effects such as sever force have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don’t nullify each other.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Immunity.webp"} +{"name":"Phasestrike","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"G8UVHP4MXW6Dudky"} +{"_id":"GBJRx32gU9xU1Q6s","name":"Improved Feedback","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp"} +{"name":"Stasis","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"H51uSnFY6eyBTXRJ"} +{"_id":"HPtgWP83jKSyFWFp","name":"Aura of Purity","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Aura%20of%20Purity.webp"} +{"name":"Precognition","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Your mastery of the Force gives you a limited ability to see into the immediate future. For the duration, you can’t be surprised and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"HqxcYlFOZJZ91a98"} +{"_id":"I2EsFwBa7AyIwX1v","name":"Improved Force Camouflage","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"_id":"IXAl1U65YuhNBN4Q","name":"Psychic Charge","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Psychic%20Charge.webp"} +{"_id":"InyoZTjdAijUms7e","name":"Death Field","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp"} +{"_id":"It12G2wROx7ojgwu","name":"Force Repulse","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"_id":"JBd2XatPjBGxjimU","name":"Dominate Beast","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp"} +{"name":"Turbulence","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"Jgw6KzAgqpQbry2K"} +{"_id":"Jnzj1Relpil0dKs9","name":"Hex","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp"} +{"_id":"K0AsOF4VRvKvftYD","name":"Greater Heal","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the healing increases by 10 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Heal.webp"} +>>>>>>> Stashed changes {"_id":"KCVdYOoxu0kfkSCn","name":"Affliction","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp"} {"_id":"eYw6j0VVVD0vEH7l","name":"Destroy Droid","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp"} {"_id":"eYw6j0VVVD0vEH7l","name":"Destroy Droid","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp"} {"_id":"KJ7bSmk9W4AImGRm","name":"Disable Droid","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp"} {"_id":"KJ7bSmk9W4AImGRm","name":"Disable Droid","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp"} +<<<<<<< Updated upstream {"_id":"RDZdXmMpJqUEn7LX","name":"Drain Life","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp"} {"_id":"RDZdXmMpJqUEn7LX","name":"Drain Life","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp"} {"_id":"RDZdXmMpJqUEn7LX","name":"Drain Life","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp"} @@ -40,3 +109,100 @@ {"name":"Slow","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","_id":"maQoLsCcelDb2hWJ"} {"name":"Stun Droid","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","_id":"83VXTwWszl8bMlW6"} {"name":"Whirlwind","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","_id":"anxCi1ypITMC1F9Y"} +======= +{"name":"Force Project","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"KVY80cxeW955U6mG"} +{"name":"Slow Descent","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"L3P0wzW7j61XpKZc"} +{"_id":"L8CJ1QEXfKztMyCX","name":"Enfeeble","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp"} +{"name":"Heroism","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"LdtNnD37NnOsg8oF"} +{"name":"Sever Force","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"LhMmIUjsFrytp0wc"} +{"_id":"MEcTbI8Y4xotnJwl","name":"Force Link","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You create a telepathic link between yourself and a willing creature with which you are familiar. Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"any"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"_id":"MkDRzlCkK2hDdtvi","name":"Lightning Charge","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp"} +{"_id":"Nefsi9cHQFG04LBx","name":"Crush","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp"} +{"_id":"NrMpYXddHnoPKHT2","name":"Force Lightning Cone","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp"} +{"name":"Sense Emotion","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"Ns34rjyKzqeydYBH"} +{"name":"Sense Force","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"O5J8TTpTW7eHLDgG"} +{"name":"Armor of Abeloth","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A protective force surrounds you, manifesting as shimmering light that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 psychic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, both the temporary hit points and the psychic damage increase by 5 for each slot.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Armor%20of%20Abeloth.webp","_id":"OGLh7pBroWR6te2k"} +{"_id":"OYQAqS6rjVy6o5Oa","name":"Kill","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the power has no effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Ruin Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Have over 100 HP left or Die!","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Kill.webp"} +{"_id":"Oxb3dpusa4SmIKQd","name":"Improved Battle Meditation","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp"} +{"name":"Force Sight","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"PUHY0RrLsi4tAnZx"} +{"_id":"Pf4e5uRdTd4VuUjU","name":"Feedback","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp"} +{"_id":"PhJUX949F9xcbj3y","name":"Plague","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp"} +{"_id":"QyZogGty2DfkYnHF","name":"Choke","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp"} +{"_id":"RDZdXmMpJqUEn7LX","name":"Drain Life","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp"} +{"_id":"RfhP3KotZcqIBmC9","name":"Saber Ward","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp"} +{"name":"Master Revitalize","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 1 day. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with all its hit points.

\n

This power closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The power replaces damaged or missing organs and limbs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"SbgYZsKp6FwiLhQA"} +{"name":"Locate Object","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Describe or name an object. You sense the direction to the object’s location, as long as its within 1000 feet of you. If the object is in motion, you know the direction of its movement. The power can locate a specific object known to you, as long as you have seen it while within 30 feet of it. Alternatively, the power can locate the nearest object of a particular kind. This power can’t locate an object if any thickness of lead blocks a direct path between you and the object.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"SmMJBkUl0oGmhbhu"} +{"name":"Telekinetic Wave","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

\n

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"T44CmiqinqUjdbHc"} +{"_id":"T5nzsISIa6ep9YRX","name":"Force Barrier","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"_id":"TLEOcYzzQWvAOWsT","name":"Darkness","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp"} +{"name":"Force Scream","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","Sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Scream.webp","_id":"UTCkJSnF7R7V2bqF"} +{"_id":"VIi9ZD8Ha669UYRw","name":"Insanity","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp"} +{"name":"Force Mask","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"Vsnr0aVZQIcRD0Ed"} +{"_id":"WBNy29tnkclypOVZ","name":"Danger Sense","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:

\n
    \n
  • Peace, for results which are not dangerous
  • \n
  • Danger, for results which are dangerous but perhaps still worth the danger
  • \n
  • Ruin, for results which are certain to end in death or tragedy
  • \n
\n

The power doesn’t take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion.

\n

If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"_id":"WG79exTllchDSK6M","name":"Animate Weapon","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg"} +{"_id":"WWCvfD4ldEZoR5fn","name":"Mind Trap","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"_id":"XJSLZaP9Nix5EJHY","name":"Curse","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp"} +{"_id":"XYHAKmU4gHSzRK3I","name":"Force Suppression","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp"} +{"_id":"XizLBCti6XKTlkmM","name":"Dark Side Tendrils","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp"} +{"name":"Coerce Mind","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"YFbfva5hY5FOxmdw"} +{"name":"Plant Surge","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

If you cast this power using 1 action, all normal plants in a 100-foot radius centered on a point become overgrown. Moving through the area spends 4 feet of movement for every 1 foot moved. You can exclude areas of any size within the power’s area from being affected.

\n

If you cast this power over 8 hours, all plants in a half-mile radius centered on a point yield twice the normal amount of food when harvested for 1 year.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"YTSbLoD7dnvql2H3"} +{"_id":"YguQH8fuWTnHMPcK","name":"Dominate Mind","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp"} +{"_id":"Yn07n957VuJ39xk3","name":"Force Lightning","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp"} +{"name":"Eruption","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"ZeVEHfAVZrq79B6I"} +{"_id":"Zt3Aw0RkTFY2bwW8","name":"Greater Feedback","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

\n

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Improved Feedback"},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","psychic"]],"versatile":""},"formula":"1d6","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Feedback.webp"} +{"name":"Whirlwind","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","_id":"anxCi1ypITMC1F9Y"} +{"name":"Master Force Scream","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You emit a cacophonous scream imbued with the power of the Force. Each creature you choose within 60 feet of you must succeed on a Constitution saving throw. On a failed save, a creature takes 6d6 psychic damage, 6d6 sonic damage, is deafened, knocked prone, and blinded for 1 minute. On a successful save, it takes half as much damage and isn’t deafened, knocked prone, or blinded by this power.

\n

A creature blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"],["6d6","Sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Scream.webp","_id":"b0fmnYMO3bLtarhk"} +{"_id":"b2MvrTaXlisYe2A4","name":"Affect Mind","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp"} +{"name":"Force Blind/Deafen","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"bDdyZTL7KCiz2zXR"} +{"_id":"bF7e5kbzwXj3b2LP","name":"Shock","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp"} +{"name":"Locate Creature","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Describe or name a creature familiar to you. You sense the direction to the creature’s location, as long as its within 1000 feet of you. If the creature is in motion, you know the direction of its movement. The power can locate a specific creature known to you or the nearest of a specific kind, as long as you have seen it while within 30 feet of it. If the creature is in a different form, the power doesn’t work. This power can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"bsTG22DqTxo7WQta"} +{"_id":"bzvLe859r7CDWFIv","name":"Force Throw","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"_id":"cCTaCxvsBcbEvbw2","name":"Saber Throw","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp"} +{"name":"Dark Aura","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","_id":"cM4TP2daTOU7tUv3"} +{"_id":"d3nRwoHE7vUvWqG0","name":"Force Breach","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose a spot within range. All force powers of 5th level or lower in the area end. For each force power of 6th level or higher in the area, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a successful check, the force power ends.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Breach.webp"} +{"name":"Force Enlightenment","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • \n
  • Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • \n
  • Splendor. The target has advantage on Charisma checks.
  • \n
  • Cunning. The target has advantage on Intelligence checks.
  • \n
  • Wisdom. The target has advantage on Wisdom checks.
  • \n
\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"di7rHBW59w6cS1WM"} +{"_id":"eVl00unU1rsuQ0MN","name":"Improved Dark Side Tendrils","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp"} +{"_id":"eYw6j0VVVD0vEH7l","name":"Destroy Droid","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp"} +{"_id":"ebWGew0oR2CG7S43","name":"Disperse Force","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

This power absorbs damage from incoming energy attacks, lessening its effect on you and distributing it throughout your body. You have resistance to the triggering damage type until the start of your next turn. Also, you gain 5 temporary hit points to potentially absorb the attack. These temporary hit points last until the start of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the temporary hit points increases by 5 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take cold, energy, fire, ion, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"5 additional Temp HP"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"_id":"ecDdTd9MW0z4h8Hb","name":"Sap Vitality","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp"} +{"name":"Force Trance","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the power’s duration. The power ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this power again until it finishes a long rest.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"esyvxlavJubgPNmj"} +{"_id":"f41D14g0yIBuXUka","name":"Force Immunity","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp"} +{"_id":"faTYDaOejYHPfXdl","name":"Earthquake","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"name":"Resistance","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"fcs6lsi5hMfPOgRb"} +{"name":"Improved Revitalize","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 1 hour. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with all its hit points.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds and restores any missing body parts.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"gpUbIaRtv1y7qinF"} +{"name":"Grasping Vine","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You make a vine sprout from the ground in an unoccupied space you can see. When you cast this power, you can make the vine whip a creature up to 30 feet from it, if you can see the target. The creature must pass a Dexterity save or be pulled 20 feet directly toward the vine.

\n

Until the power ends, you can use your bonus action to have the vine lash out again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"gtBIhjewL9Ie8Qdx"} +{"_id":"gun3oYV4VVqZvZRn","name":"Mind Spike","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose one creature you can see. The target must make a Wisdom saving throw. A creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, you always know the target’s location, but only while the two of you are on the same planet. The target can’t become hidden from you, and if it’s invisible, it gains no benefits from this condition against you. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Spike.webp"} +{"_id":"haGnWeBa6QhTG9Dh","name":"Fear","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp"} +{"name":"Force Camoflage","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"i1N033vPzDom3Kpj"} +{"_id":"iWTTNyNi2mwVDlUF","name":"Force Body","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp"} +{"name":"Mass Coerce Mind","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and influence with the Force up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 7th-level force slot, the duration is 10 days. When you use an 8th-level force slot, the duration is 30 days. When you use a 9th-level force slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"jmFTPxWQXJENvQtQ"} +{"_id":"kLwHklnrWPw9jKm6","name":"Drain Vitality","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp"} +{"_id":"kNiT2BD3eIgE1zys","name":"Force Push/Pull","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp"} +{"name":"Wall of Light","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain.

\n

When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"kY1b6BbuiWdIkeYq"} +{"_id":"l2O0YEzxgHek0gpL","name":"Master Heal","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Heal.webp"} +{"name":"Slow","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","_id":"maQoLsCcelDb2hWJ"} +{"name":"Telekinesis","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"mnwPexAofsIOp8dD"} +{"name":"Share Life","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"ntUNXx3Uag6BjJJH"} +{"name":"Stasis Field","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose a point that you can see within range. Each creature within range of that point must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of a target’s turns, it can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 9th level, the size of the cube increases to 40 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"oF7fFDz9xqC9ICzm"} +{"_id":"oPi4Y7zezP7MxNDK","name":"Force Jump","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"name":"Phasewalk","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"or5ZY4T4t1wJJ5ad"} +{"_id":"peef6HzwqX0231BB","name":"Hysteria","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp"} +{"name":"Calm Emotions","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"qIelaqr9e9Cn0W8O"} +{"name":"Telekinetic Burst","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"qYnIKhpoJpSflVZh"} +{"_id":"qkBzg8ZIJpglVMvi","name":"Beacon of Hope","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp"} +{"_id":"qykEFT52bywaQrNO","name":"Force Technique","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"name":"Wrack","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

\n

Force Potency. If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"sFLwKTBxnM6YfboP"} +{"name":"Wound","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"sTszdhW4ezpqddJ8"} +{"name":"Improved Force Scream","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6","Sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","_id":"sXl6Pkz2dGsDUuOc"} +{"_id":"tAs3ogXXwpDkpZvF","name":"Burst of Speed","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp"} +{"_id":"tHwhXwiRAOciNqfO","name":"Ruin","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp"} +{"_id":"u68xKTsuW71YT0NG","name":"Necrotic Charge","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you can choose to deal up to 1d8 of necrotic damage, which you suffer as well. This damage can’t be reduced or negated in any way.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and you can increase the secondary damage to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["0d8","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Necrotic%20Charge.webp"} +{"name":"Force Mend","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a creature and stimulate its natural healing ability. The target regains 4d8+15 hit points. For the duration of the power, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

\n

If the creature has a severed part you hold it to the stump, the power instantaneously causes the limb to knit to the stump.

\n

This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8 + 15","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"u91uDdCIN7FvEBzx"} +{"name":"Mind Blank","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch is immune to psychic and sonic damage, any effect that would sense its emotions or read its thoughts, and the charmed condition. The power foils powers or effects of similar power used to affect the target’s mind or to gain information about the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"uJrlI81nVVpRgYHP"} +{"name":"Rescue","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"icons/svg/mystery-man.svg","_id":"uMJVdxqiNS8h120G"} +{"_id":"ucLQqgu3XZCePdJg","name":"Aura of Vigor","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Envigorating energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) deals an extra 1d4 damage with weapon attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Aura%20of%20Vigor.webp"} +{"_id":"vRl7zVJ9XwndAme3","name":"Dark Shear","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp"} +{"_id":"vmzC47AY66cx1LwU","name":"Burst","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +{"_id":"wYU8UqUwJVpOQpRK","name":"Master Battle Meditation","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You exude an aura out to 30 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d8 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"cha","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Battle%20Meditation.webp"} +{"_id":"wqMkp6WYkBCFVVA8","name":"Mass Animation","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"icons/svg/mystery-man.svg"} +>>>>>>> Stashed changes diff --git a/packs/packs/gamingset.db b/packs/packs/gamingset.db index 938ae00c..1a5a1ae6 100644 --- a/packs/packs/gamingset.db +++ b/packs/packs/gamingset.db @@ -1,4 +1,4 @@ -{"name":"Dejarik set","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":8,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Gaming%20Set/Dejarik%20Set.webp","_id":"RpmkIpFSs1SnW995"} -{"name":"Pazaak 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Cubes","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Gaming%20Set/Chance%20Cubes.webp","_id":"VBrXy3khBjPFazUE"} -{"name":"Sabacc","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0,"price":150,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Gaming%20Set/Sabaac%20Deck.webp","_id":"bTW5JclNQDADGGNx"} +{"name":"Dejarik set","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":8,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Gaming%20Set/Dejarik%20Set.png","_id":"RpmkIpFSs1SnW995"} +{"name":"Pazaak deck","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0,"price":100,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Gaming%20Set/Pazaak%20Deck.png","_id":"UqvzaDaYQmIApLR6"} +{"name":"Chance 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Renée was once a vigilante, due to her innate sense of street justice. Though her small size may not seem like much in combat, she more than makes up for it with her violent outbursts of anger.

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Token artwork provided by Forgotten Adventures.
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You have advantage on saving throws against being frightened.

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Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

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Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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You were a vigilante in the shanty town of a poor city.

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    \n
  • \n

    Skill Proficiencies Insight, Investigation, Perception

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

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This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

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This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

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Roll of cloth used by traveller to sleep in.

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Can hold up to 4 pints of liquid

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging. 

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. 

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

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While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

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While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

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An unarmoured warrior of great strength fueled, either by rage or their bond with nature.

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Token artwork provided by Forgotten Adventures.
","public":""},"race":"Halfling (Lightfoot)","background":"Acolyte","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":15},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12},"arc":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"ath":{"value":1,"ability":"str","bonus":0,"mod":1,"passive":11},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"his":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":14},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"rel":{"value":1,"ability":"int","bonus":0,"mod":3,"passive":13},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12}},"traits":{"size":"med","senses":"","languages":{"value":["common","celestial","draconic","halfling"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Advantage against being frightenned"},"perception":{"_deprecated":true},"weaponProf":{"value":[],"custom":""},"armorProf":{"value":[],"custom":""},"toolProf":{"value":["music"],"custom":""}},"currency":{"pp":0,"gp":15,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":600000,"flags":{},"img":"systems/dnd5e/tokens/heroes/MonkStaff.png","token":{"flags":{},"name":"Vash","displayName":30,"img":"systems/dnd5e/tokens/heroes/MonkStaff.png","width":1,"height":1,"scale":0.8,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"9ICdqUHFaeTzuIr8","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"XsvAyCjr8qRieXWm","flags":{"entityorder":{"order":209}},"name":"Halfling Nimbleness","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

\n

 

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You have advantage on saving throws against being frightened.

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Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

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A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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A metal spike that is drive into a crack of seam in the climbing surface with a climbing hammer.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Can hold up to 4 pints of liquid

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A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

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While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.

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    \n
  • \n

    Skill Proficiencies Insight, Religion

    \n
  • \n
  • \n

    Languages Two of your choice

    \n
  • \n
  • \n

    Equipment A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1500000},{"_id":"6VoZrWxhOEKGYhnq","flags":{},"name":"Monk","type":"class","img":"systems/dnd5e/icons/skills/blue_35.jpg","data":{"description":{"value":"

Warrior trained in the use of their body as a weapon, capable of harnessing the ki to devastating effect.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"]},"spellcasting":"none"}},{"_id":"yM2XEdGvRLxh1g3r","flags":{},"name":"Reliquary","type":"equipment","img":"systems/dnd5e/icons/items/inventory/chest-red.jpg","data":{"description":{"value":"

A tiny box or other container holding a fragment of a precious relic, saint, or other historical figure that dedicated their life to walk the path of a true believer. A deity imbues the bearer of this artifact with the ability to call forth their power and in doing so spread the faith once more.

\n

Spellcasting Focus. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"tnI6z2lIiY2yTjC9","flags":{},"name":"Prayer Book","type":"loot","img":"systems/dnd5e/icons/items/inventory/book-red.jpg","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

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When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

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Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

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Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000},{"_id":"50XlhxMJTlruuTYz","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001}]} +{"_id":"BnukfoG210lqJ9a2","name":"Jeronimo (Half-Elf Bard)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":0,"mod":-1,"save":-1},"dex":{"value":16,"proficient":1,"mod":3,"save":5},"con":{"value":14,"proficient":0,"mod":2,"save":2},"int":{"value":10,"proficient":0,"mod":0,"save":0},"wis":{"value":12,"proficient":0,"mod":1,"save":1},"cha":{"value":16,"proficient":1,"mod":3,"save":5}},"attributes":{"ac":{"min":0,"value":14},"hp":{"value":10,"min":0,"max":10,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"speed":{"value":"30 ft","special":""},"spellcasting":"cha","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":13},"details":{"alignment":"Chaotic Neutral","biography":{"value":"

Jeronimo was a famed entertainer at his local tavern, when he one day ran out of stories to tell. To solve this, he set out to make his own stories, so as to one day tell them again at his tavern.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Half Elf","background":"Entertainer","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":15},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"arc":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13},"his":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":12},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"prf":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":15},"per":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":15},"rel":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":12},"slt":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":15},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11}},"traits":{"size":"med","senses":"Darkvision (60 ft)","languages":{"value":["common","elvish","gnomish"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Magic can't put you to sleep; Advantage on saving throws against being charmed"},"perception":{"_deprecated":true},"weaponProf":{"value":["sim"],"custom":"Hand Crossbows; Longswords; Rapiers; Shortswords"},"armorProf":{"value":["lgt"],"custom":""},"toolProf":{"value":[],"custom":"Flute; Lyre; Drums; Lute"}},"currency":{"pp":0,"gp":15,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":2,"max":2},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":300000,"flags":{},"img":"systems/dnd5e/tokens/heroes/BardLute.png","token":{"flags":{},"name":"Jeronimo","displayName":30,"img":"systems/dnd5e/tokens/heroes/BardLute.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"BnukfoG210lqJ9a2","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"ILvRZGEx3aXqSVUt","flags":{},"name":"Bard","type":"class","img":"systems/dnd5e/icons/skills/affliction_24.jpg","data":{"description":{"value":"

A story teller or performer that weaves the threads of magic into their songs and dance.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","per","prf","rel","slt","ste","sur"]},"spellcasting":"full"}},{"_id":"vXh9PFI5IDyfsNXI","flags":{"entityorder":{"order":19}},"name":"Fey Ancestry","type":"feat","img":"systems/dnd5e/icons/skills/green_13.jpg","data":{"description":{"value":"

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

 

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Half Elf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"66SkRt2mqOrVkiON","flags":{"_sheetTab":"details","entityorder":{"order":186}},"name":"Background: Entertainer","type":"feat","img":"systems/dnd5e/icons/skills/yellow_13.jpg","data":{"description":{"value":"
\n
 
\n
    \n
  • \n

    Skill Proficiencies Acrobatics, Performance

    \n
  • \n
  • \n

    Tool Proficiencies disguise kit, one type of musical instrument.

    \n
  • \n
  • \n

    Equipment A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"s0ymrqpBYRKgVht6","flags":{},"name":"Musical Instrument: Flute","type":"tool","img":"systems/dnd5e/icons/items/inventory/flute.jpg","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300000},{"_id":"uB18ok3qa3Gzdnxq","flags":{},"name":"Disguise Kit","type":"tool","img":"systems/dnd5e/icons/items/equipment/cowl.jpg","data":{"description":{"value":"

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2800000},{"_id":"23NhV1IeYVtLEOu2","flags":{},"name":"Costume Clothes","type":"equipment","img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg","data":{"description":{"value":"

A complete costume usually used by performers and artists in all manner of entertainment halls or for those that simply refuse to get out of character.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000},{"_id":"vZWAGf8a5KJjqXIB","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"HiDWIBJligw7ZdXY","flags":{"core":{"sheetClass":""}},"name":"Love Letter","type":"consumable","img":"systems/dnd5e/icons/items/inventory/scroll-cursed.jpg","data":{"description":{"value":"

A love letter sent by an admirer.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"sBDbFcgQNQqz3eGF","flags":{},"name":"Rapier","type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"25","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000},{"_id":"7gELQXhS7SbpyE85","flags":{},"name":"Musical Instrument: Lute","type":"tool","img":"systems/dnd5e/icons/items/inventory/lute.jpg","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":35,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":400000},{"_id":"9Sl4S5Oxkje13lVD","flags":{},"name":"Leather Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"Av2oMfDEBvhtkjHV","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000},{"_id":"NYnTmiVCwwyBoAwO","flags":{"entityorder":{"order":225}},"name":"Bardic Inpiraton","type":"feat","img":"systems/dnd5e/icons/skills/yellow_08.jpg","data":{"description":{"value":"

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. 

You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

You regain any expended uses when you finish a long rest. 

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Bard 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000},{"_id":"qjiwgdvhcJ4rOiC0","flags":{},"name":"Chest","type":"backpack","img":"systems/dnd5e/icons/items/inventory/chest-dark.jpg","data":{"description":{"value":"

A chest holds 12 cubic feet or 300 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":25,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":300,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":900001},{"_id":"OVZxDEi6qBZzE7HS","flags":{},"name":"Map or Scroll Case","type":"backpack","img":"systems/dnd5e/icons/items/inventory/briefcase.jpg","data":{"description":{"value":"

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":2,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2000001},{"_id":"MsRScHxck9OdgBis","flags":{},"name":"Fine Clothes","type":"equipment","img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000},{"_id":"ZWjvx5sxHpUxx7Xd","flags":{},"name":"Ink Bottle","type":"loot","img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3600000},{"_id":"ZwXmcoC7hCltZmIs","flags":{},"name":"Ink Pen","type":"loot","img":"systems/dnd5e/icons/items/inventory/feather-red.jpg","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3700000},{"_id":"vo6SxEblQAJet0cG","flags":{},"name":"Lamp","type":"consumable","img":"systems/dnd5e/icons/items/inventory/lamp.jpg","data":{"description":{"value":"

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":45,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000},{"_id":"SFKOTmYQc5gVVjDc","flags":{},"name":"Oil Flask","type":"consumable","img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg","data":{"description":{"value":"

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.

\n

On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.

\n

If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":2,"weight":1,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":200001},{"_id":"OtB8a2eeanoELy9Q","flags":{},"name":"Paper","type":"loot","img":"systems/dnd5e/icons/items/inventory/paper.jpg","data":{"description":{"value":"

A single sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":5,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3800000},{"_id":"Phl0pDY7T3d2bsEe","flags":{},"name":"Perfume","type":"loot","img":"systems/dnd5e/icons/items/potions/unique-2.jpg","data":{"description":{"value":"

A vial of aromatic perfume.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4000000},{"_id":"SKb7q6B4A1dYgNIQ","flags":{},"name":"Sealing Wax","type":"loot","img":"systems/dnd5e/icons/items/inventory/candle-melted.jpg","data":{"description":{"value":"

A wax material of a seal which, after melting, hardens quickly forming a bond that is difficult to separate without noticeable tampering.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4700000},{"_id":"s5zbnOPixZ0vNHVp","flags":{},"name":"Soap","type":"loot","img":"systems/dnd5e/icons/items/inventory/soap.jpg","data":{"description":{"value":"

Used to clean and wash.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4600000},{"_id":"1AA0jtyYjfYrf8Qa","flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"xNvAjsTu2DWuIsbw","flags":{},"name":"Mage Hand","type":"spell","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"object"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"OqDyb7YHWIjIK6Vr","flags":{},"name":"Charm Person","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"bQWd7obXIQcmHV3p","flags":{},"name":"Disguise Self","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-eerie-2.jpg","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":13,"scaling":"spell","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"J02BsTb2MtHCYGou","flags":{},"name":"Heroism","type":"spell","img":"systems/dnd5e/icons/spells/heal-sky-2.jpg","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your Spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining tempora⁠ry hit point⁠s from this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"MqFlnei8BzPafoDU","flags":{},"name":"Hideous Laughter","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn’t affected.

\n

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Tiny tarts and a feather that is waved in the air","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"Y2vmvr5gWNh5Qh4o","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001}]} +{"_id":"DRjR5iu9lpaIGOhp","name":"Tristan (Half-Elf Warlock)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":12,"proficient":0,"mod":1,"save":1},"dex":{"value":14,"proficient":0,"mod":2,"save":2},"con":{"value":14,"proficient":0,"mod":2,"save":2},"int":{"value":10,"proficient":0,"mod":0,"save":0},"wis":{"value":8,"proficient":1,"mod":-1,"save":1},"cha":{"value":17,"proficient":0,"mod":3,"save":3}},"attributes":{"ac":{"min":0,"value":13},"hp":{"value":10,"min":0,"max":10,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"speed":{"value":"30 ft","special":""},"spellcasting":"int","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":10},"details":{"alignment":"Chaotic Neutral","biography":{"value":"
Token artwork provided by Forgotten Adventures.
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Once a mortal, they are now capable of wielding great power gifted to them by a greater power in exchange for their service.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","his","itm","inv","nat","rel"]},"spellcasting":"pact"}},{"_id":"WvykuDNMjQmJcKDX","flags":{"entityorder":{"order":19}},"name":"Fey Ancestry","type":"feat","img":"systems/dnd5e/icons/skills/green_13.jpg","data":{"description":{"value":"

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

 

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Half Elf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"35SgJ9uuSsw44ivg","flags":{},"name":"Shortsword","type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","data":{"description":{"value":"

A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":2,"weight":2,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"TZc4u3ge0QmrdXxh","flags":{},"name":"Component Pouch","type":"weapon","img":"systems/dnd5e/icons/items/inventory/satchel-leather.jpg","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000},{"_id":"QBqeXcULvITCvLd4","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"name":"Bedroll","type":"loot","img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":900000},{"_id":"AfmrsyiFwemxSmSi","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1000000},{"_id":"v2J8YbGC5PJTTTqE","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}},"_sheetTab":"description"},"name":"Mess Kit","type":"loot","img":"systems/dnd5e/icons/items/inventory/fork.jpg","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1100000},{"_id":"caZYUtpy8iPkhmun","flags":{"core":{"sheetClass":""}},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1200000},{"_id":"ncw0YS2Kx2t4pArS","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1300000},{"_id":"gTyvp76RdtpBYQbg","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1400000},{"_id":"zsmC5kd7UBWvgi5V","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1500000},{"_id":"wHDZS9i36JiFbXAE","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001},{"_id":"yeZY1VOT8mfjZc0g","flags":{},"name":"Leather Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"VdreuJascocsPNTR","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":2,"weight":1,"price":2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000},{"_id":"4wbJNfkNsAOSJjA6","flags":{"entityorder":{"order":38}},"name":"Otherworldly Pact","type":"feat","img":"systems/dnd5e/icons/skills/affliction_05.jpg","data":{"description":{"value":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000},{"_id":"C4gvbZ9EuIaKEJSa","flags":{},"name":"Eldritch Blast","type":"spell","img":"systems/dnd5e/icons/spells/fireball-eerie-1.jpg","data":{"description":{"value":"

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

\n

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"DWdg74EPXsLClju4","flags":{},"name":"Mage Hand","type":"spell","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"object"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"VqaA8jqOrAIavJ65","flags":{},"name":"Charm Person","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"hTV02OjjSajWVmat","flags":{},"name":"Protection from Evil and Good","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"WVuPbkLygie3QSGO","flags":{},"name":"Command","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-1.jpg","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"jf3OKMcWr6dLvRK3","flags":{},"name":"Burning Hands","type":"spell","img":"systems/dnd5e/icons/spells/fog-orange-2.jpg","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"iIWHx3RlHogLFpQH","flags":{"entityorder":{"order":35}},"name":"Dark One's Blessing ","type":"feat","img":"systems/dnd5e/icons/skills/affliction_10.jpg","data":{"description":{"value":"

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

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","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 18","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000},{"_id":"dHPksewJT4s9JSR0","flags":{},"name":"Common Clothes","type":"equipment","img":"systems/dnd5e/icons/items/equipment/tunic.jpg","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000},{"_id":"xJJuldu8f7RmbA1Q","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001}]} +{"_id":"K5XFMOiiM9WufwYO","name":"Brutus (Human Fighter)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":16,"proficient":1,"mod":3,"save":5},"dex":{"value":14,"proficient":0,"mod":2,"save":2},"con":{"value":15,"proficient":1,"mod":2,"save":4},"int":{"value":9,"proficient":0,"mod":-1,"save":-1},"wis":{"value":13,"proficient":0,"mod":1,"save":1},"cha":{"value":11,"proficient":0,"mod":0,"save":0}},"attributes":{"ac":{"min":0,"value":19},"hp":{"value":12,"min":0,"max":12,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"speed":{"value":"30 ft","special":""},"spellcasting":"int","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":9},"details":{"alignment":"Neutral Good","biography":{"value":"
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Variant Human","background":"City Watch","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12},"ani":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"arc":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":15},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"his":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"itm":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"nat":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"rel":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11}},"traits":{"size":"med","senses":"","languages":{"value":["common","dwarvish","elvish","goblin"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":["sim","mar"],"custom":""},"armorProf":{"value":["lgt","med","hvy","shl"],"custom":""},"toolProf":{"value":[],"custom":""}},"currency":{"pp":0,"gp":10,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":100001,"flags":{},"img":"systems/dnd5e/tokens/heroes/FighterShield.png","token":{"flags":{},"name":"Brutus","displayName":30,"img":"systems/dnd5e/tokens/heroes/FighterShield.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"K5XFMOiiM9WufwYO","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"ABEBgWyRhVlDUIfq","flags":{},"name":"Fighter","type":"class","img":"systems/dnd5e/icons/skills/gray_08.jpg","data":{"description":{"value":"

Trained in a variety of marital combat, capable of dealing devastating blows and weathering the same.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ani","ath","his","ins","itm","prc","sur"]},"spellcasting":"none"}},{"_id":"j3Vs0e3IZYBTGRik","flags":{},"name":"Background: City Watch","type":"feat","img":"icons/svg/mystery-man.svg","data":{"description":{"value":"
    \n
  • \n

    Skill Proficiencies Athletics, Insight

    \n
  • \n
  • \n

    Languages Any two of your choice

    \n
  • \n
  • \n

    Equipment A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"qy0pVLQWv8tjWJPR","flags":{},"name":"Horn","type":"tool","img":"systems/dnd5e/icons/items/inventory/horn.jpg","data":{"description":{"value":"

A horn, used to sound the alarm and call upon reinforcements in times of need.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":1100000},{"_id":"afQsRawXrnGSz8e7","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"dtdx1TgGGLZwJ03d","flags":{},"name":"Shield","type":"equipment","img":"systems/dnd5e/icons/items/armor/shield.png","data":{"description":{"value":"

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

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Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":5,"price":"2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3400000},{"_id":"CoaqcCaBC2WLv88x","flags":{},"name":"Hammer","type":"loot","img":"systems/dnd5e/icons/items/inventory/hammer.jpg","data":{"description":{"value":"

A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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A metal spike that is drive into a crack of seam in the climbing surface with a climbing hammer.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":2,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3800000},{"_id":"TtIIy4hfzpp3SWDY","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3900000},{"_id":"zGn39DP9plFcx8vR","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}},"_sheetTab":"description"},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4000000},{"_id":"mGgEQSkYOUvCBOAO","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4100000},{"_id":"b6fGC7Fofv3taaWp","flags":{"entityorder":{"order":195}},"name":"Fighting Style: Defense","type":"feat","img":"systems/dnd5e/icons/skills/weapon_15.jpg","data":{"description":{"value":"

While you are wearing armor, you gain a +1 bonus to AC

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You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001}]} +{"_id":"LuYrjmwra2ER4Fbi","name":"Emil (Human Druid)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":9,"proficient":0,"mod":-1,"save":-1},"dex":{"value":13,"proficient":0,"mod":1,"save":1},"con":{"value":15,"proficient":0,"mod":2,"save":2},"int":{"value":14,"proficient":1,"mod":2,"save":4},"wis":{"value":16,"proficient":1,"mod":3,"save":5},"cha":{"value":11,"proficient":0,"mod":0,"save":0}},"attributes":{"ac":{"min":0,"value":12},"hp":{"value":10,"min":0,"max":10,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"speed":{"value":"30 ft","special":""},"spellcasting":"int","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":12},"details":{"alignment":"True Neutral","biography":{"value":"

Emil lived among animals so long that he speaks common difficultly. His natural habitat in danger, he decides to join an adventuring group to return balance to his land.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"HUMAN","background":"Hermit","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"ani":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":15},"arc":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"his":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12},"ins":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":15},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13},"nat":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":14},"prc":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":15},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"rel":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"sur":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":15}},"traits":{"size":"med","senses":"","languages":{"value":["common","druidic","gnomish"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":[],"custom":"Clubs; daggers; darts; javelins; maces; quarterstaffs; scimitars; sickles; slings; spears"},"armorProf":{"value":["lgt","med","shl"],"custom":"(No metal)"},"toolProf":{"value":["herb"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":500000,"flags":{},"img":"systems/dnd5e/tokens/heroes/DruidStaff.png","token":{"flags":{},"name":"Emil","displayName":30,"img":"systems/dnd5e/tokens/heroes/DruidStaff.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"LuYrjmwra2ER4Fbi","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"ygVYgPbJkaH0tH1N","flags":{},"name":"Druid","type":"class","img":"systems/dnd5e/icons/skills/green_13.jpg","data":{"description":{"value":"

A magician who wields powers born of nature and the elements, often taking the form of the animals they seek to protect.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","ani","ins","med","nat","prc","rel","sur"]},"spellcasting":"full"}},{"_id":"0OqUmcSdbyepFZGv","flags":{},"name":"Druidcraft","type":"spell","img":"systems/dnd5e/icons/spells/vines-jade-1.jpg","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n
    \n
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, Falling snowflakes for snow, and so on. This effect persists for 1 round.
  • \n
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • \n
  • You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • \n
  • You instantly light or snuff out a Candle, a torch, or a small campfire.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"8H1I2i5pu6BzEh3u","flags":{},"name":"Shillelagh","type":"spell","img":"systems/dnd5e/icons/spells/enchant-jade-1.jpg","data":{"description":{"value":"

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","bludgeoning"],["@mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"onlonv18IfV1LsBa","flags":{},"name":"Animal Friendship","type":"spell","img":"systems/dnd5e/icons/spells/wild-jade-2.jpg","data":{"description":{"value":"

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":12,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"sI88rIIRdPTNn40T","flags":{},"name":"Faerie Fire","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-jade-2.jpg","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"S6iSt6kUEn0mwjgr","flags":{},"name":"Healing Word","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

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Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your spell save DC. On a success, it frees itself.

\n

When the spell ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"nW8zLKROPU0V76jQ","flags":{},"name":"Quarterstaff","type":"weapon","img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000},{"_id":"WRCqGgzOUGkKzamz","flags":{},"name":"Leather Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"yZ0HzuMNz4aMWPYH","flags":{},"name":"Druidic Focus: Cowbell","type":"loot","img":"systems/dnd5e/icons/items/inventory/bell_brass.jpg","data":{"description":{"value":"

A small bell for you to ring.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3700000},{"_id":"L8hf4HtRF3hpT14e","flags":{"_sheetTab":"details","entityorder":{"order":186}},"name":"Background: Hermit","type":"feat","img":"systems/dnd5e/icons/skills/yellow_13.jpg","data":{"description":{"value":"
\n
 
\n
    \n
  • \n

    Skill Proficiencies Survival, Nature, Perception

    \n
  • \n
  • \n

    Tool Proficiencies one type of musical instrument.

    \n
  • \n
  • \n

    Equipment A musical instrument (one of your choice), herbalism kit.

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"DfVhmtB3duIpP97R","flags":{},"name":"Herbalism Kit","type":"tool","img":"systems/dnd5e/icons/items/inventory/herbalism-kit.jpg","data":{"description":{"value":"

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2200000}]} +{"_id":"b15eyTxZX0mFpxke","name":"John (Dragonborn Cleric)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":16,"proficient":0,"mod":3,"save":3},"dex":{"value":10,"proficient":0,"mod":0,"save":0},"con":{"value":13,"proficient":0,"mod":1,"save":1},"int":{"value":8,"proficient":0,"mod":-1,"save":-1},"wis":{"value":15,"proficient":1,"mod":2,"save":4},"cha":{"value":9,"proficient":1,"mod":-1,"save":1}},"attributes":{"ac":{"min":0,"value":16},"hp":{"value":9,"min":0,"max":9,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"speed":{"value":"30 ft","special":""},"spellcasting":"int","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":9},"details":{"alignment":"Lawful Good","biography":{"value":"

John is a priest of Lathander, roaming the land to speak his wisdom.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Dragonborn","background":"Acolyte","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12},"arc":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9},"his":{"value":1,"ability":"int","bonus":0,"mod":1,"passive":11},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":14},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9},"inv":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9},"med":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":14},"nat":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":14},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9},"rel":{"value":1,"ability":"int","bonus":0,"mod":1,"passive":11},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12}},"traits":{"size":"med","senses":"","languages":{"value":["common","draconic","giant","halfling"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":["fire"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":["sim"],"custom":""},"armorProf":{"value":["lgt","med","hvy","shl"],"custom":""},"toolProf":{"value":[],"custom":""}},"currency":{"pp":0,"gp":15,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":2,"max":2},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":400000,"flags":{},"img":"systems/dnd5e/tokens/heroes/ClericDragonborn.png","token":{"flags":{},"name":"John","displayName":30,"img":"systems/dnd5e/tokens/heroes/ClericDragonborn.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"b15eyTxZX0mFpxke","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"tlwBnN8GmqJcTgub","flags":{},"name":"Cleric","type":"class","img":"systems/dnd5e/icons/skills/light_04.jpg","data":{"description":{"value":"

A chosen champion blessed with strength and magic by their deity, capable of inflicting and curing injuries.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["his","ins","med","per","rel"]},"spellcasting":"full"}},{"_id":"3q0dV1RtSkVuPHgU","flags":{},"name":"Breath Weapon","type":"feat","img":"icons/svg/mystery-man.svg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"con"},"featType":{"value":"","_deprecated":true},"requirements":"Dragonborn","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"OQXawvqe5CUjCYJt","flags":{},"name":"Bless","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100000},{"_id":"E2YIbMmwJZRjxBQT","flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":200000},{"_id":"iyeUGBbSts0ij92X","flags":{"entityorder":{"order":130}},"name":"Disciple of Life","type":"feat","img":"systems/dnd5e/icons/skills/light_08.jpg","data":{"description":{"value":"

Also starting at 1st level, your healing spells are more effective.

Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Life Domain 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"6DYfqyoXElGhxc5m","flags":{},"name":"Mace","type":"weapon","img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000},{"_id":"UPeFVOCb1szuB7LX","flags":{},"name":"Scale Mail","type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png","data":{"description":{"value":"

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":45,"price":50,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"MwwlGKCeZGGdehQE","flags":{},"name":"Light Crossbow","type":"weapon","img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800001},{"_id":"GibCYb2gZm3VwQwX","flags":{},"name":"Crossbow Bolt","type":"weapon","img":"systems/dnd5e/icons/items/weapons/bolt.png","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":20,"weight":0.075,"price":0.02,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4400000},{"_id":"KNfY4yBMcqjRfZZs","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"name":"Bedroll","type":"loot","img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4500000},{"_id":"5icvInN1hMO0IO48","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4600000},{"_id":"XcsaS0zlxFe6K5kg","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}},"_sheetTab":"description"},"name":"Mess Kit","type":"loot","img":"systems/dnd5e/icons/items/inventory/fork.jpg","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4700000},{"_id":"KIYL4h2iM84aUdTU","flags":{"core":{"sheetClass":""}},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4800000},{"_id":"G5BrZRnWb6T7gFNr","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4900000},{"_id":"LpBZZb0EcC62N2ZT","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":5000000},{"_id":"76qiUFn1YlBoNmRH","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":5100000},{"_id":"NuvzPHG5foImKE5f","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001},{"_id":"rAoxgyVUVfyyivRp","flags":{},"name":"Shield","type":"equipment","img":"systems/dnd5e/icons/items/armor/shield.png","data":{"description":{"value":"

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":2,"dex":null},"strength":"","stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":5200000},{"_id":"IgrOoTrggGhCcZfW","flags":{},"name":"Holy Symbol: Orb","type":"weapon","img":"systems/dnd5e/icons/items/inventory/pearl.jpg","data":{"description":{"value":"

This spherical talisman serves as a spellcasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":20,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"v9mAGrzTA9PP2V5b","flags":{},"name":"Prayer Book","type":"loot","img":"systems/dnd5e/icons/items/inventory/book-red.jpg","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4000000},{"_id":"dc4fe9tJyEmSQ1PP","flags":{},"name":"Stick of Incense","type":"loot","img":"systems/dnd5e/icons/items/inventory/bamboo.jpg","data":{"description":{"value":"

When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":5,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4300000},{"_id":"QVSlln7eH6yx1kjh","flags":{},"name":"Vestments","type":"equipment","img":"systems/dnd5e/icons/items/armor/robe.jpg","data":{"description":{"value":"

Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3800000},{"_id":"EwAjBP85dE499IdO","flags":{},"name":"Common Clothes","type":"equipment","img":"systems/dnd5e/icons/items/equipment/tunic.jpg","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000},{"_id":"7dpMR1dDhQxEkwoD","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"Ie7NoXMja9wI6xya","flags":{"entityorder":{"order":221}},"name":"Background: Acolyte","type":"feat","img":"systems/dnd5e/icons/skills/yellow_41.jpg","data":{"description":{"value":"
    \n
  • \n

    Skill Proficiencies Insight, Religion

    \n
  • \n
  • \n

    Languages Two of your choice

    \n
  • \n
  • \n

    Equipment A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":5300000},{"_id":"EaG6lKq9EBKumZ8x","flags":{},"name":"Guidance","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":300000},{"_id":"PTSSLGFjS2L2t2F1","flags":{},"name":"Sacred Flame","type":"spell","img":"systems/dnd5e/icons/spells/beam-orange-2.jpg","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":9,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":400000},{"_id":"FqnhVt9sqMTheHUk","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":500000},{"_id":"sv3nMicO5IymD7oQ","flags":{},"name":"Command","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-1.jpg","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":9,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":700000},{"_id":"YtJmEck3ga3aiKQq","flags":{},"name":"Create or Destroy Water","type":"spell","img":"systems/dnd5e/icons/spells/wind-blue-2.jpg","data":{"description":{"value":"

You either create or destroy water.

\n

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

\n

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of water if creating water, or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":800000},{"_id":"2Al8n6bg8TmnO6wO","flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":9,"scaling":"spell"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":600000},{"_id":"uCOJVkYoMbY4XRQM","flags":{},"name":"Bane","type":"spell","img":"systems/dnd5e/icons/spells/rip-magenta-2.jpg","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":9,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":900000},{"_id":"jRV1MQ2Tkj6RtlcU","flags":{},"name":"Detect Evil and Good","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-sky-2.jpg","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1000000},{"_id":"U1oEtMwX3Ttsqgzt","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1100000},{"_id":"msbetJO5ivl9Oymj","flags":{},"name":"Detect Poison and Disease","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-jade-2.jpg","data":{"description":{"value":"

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1200000},{"_id":"ZeDxKtDGiuCdi9rK","flags":{},"name":"Guiding Bolt","type":"spell","img":"systems/dnd5e/icons/spells/fireball-sky-2.jpg","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1300000},{"_id":"ybsgfoVrb1ohWwcR","flags":{},"name":"Healing Word","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1400000},{"_id":"C49P3IPJzXJSBzPb","flags":{},"name":"Inflict Wounds","type":"spell","img":"systems/dnd5e/icons/spells/rip-jade-2.jpg","data":{"description":{"value":"

Make a melee spell Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1500000},{"_id":"L0OspfA8rTS58CpN","flags":{},"name":"Protection from Evil and Good","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1600000},{"_id":"6op5nsbe9Ym6EdNs","flags":{},"name":"Purify Food and Drink","type":"spell","img":"systems/dnd5e/icons/spells/light-jade-1.jpg","data":{"description":{"value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1700000},{"_id":"dJTlWT6XuH6bEACu","flags":{},"name":"Shield of Faith","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1800000}]} +{"_id":"bP4nmG9BUqeb5uJs","name":"Waldeck (Tiefling Sorcerer)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":10,"proficient":0,"mod":0,"save":0},"dex":{"value":12,"proficient":0,"mod":1,"save":1},"con":{"value":14,"proficient":1,"mod":2,"save":4},"int":{"value":14,"proficient":0,"mod":2,"save":2},"wis":{"value":8,"proficient":0,"mod":-1,"save":-1},"cha":{"value":17,"proficient":1,"mod":3,"save":5}},"attributes":{"ac":{"min":0,"value":14},"hp":{"value":9,"min":0,"max":9,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"speed":{"value":"30 ft","special":""},"spellcasting":"cha","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":13},"details":{"alignment":"Neutral Evil","biography":{"value":"

Waldeck's search for his complex draconic-infernal ancestry led him to an academic life, but it soon appeared that the answer to his origins were outside of a library. He thus embarked on an adventure to seek to know more.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Tiefling","background":"Scholar","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9},"arc":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":14},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13},"his":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":14},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13},"inv":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":14},"med":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12},"prc":{"value":1,"ability":"wis","bonus":0,"mod":-1,"passive":9},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13},"rel":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":14},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9}},"traits":{"size":"med","senses":"Darkvision 60 feet","languages":{"value":["common","draconic","infernal"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":["fire"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":[],"custom":"Daggers; Darts; Slings; Quarterstaffs; Light Crossbows"},"armorProf":{"value":[],"custom":""},"toolProf":{"value":[],"custom":""}},"currency":{"pp":0,"gp":10,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":2,"max":2},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":1000000,"flags":{},"img":"systems/dnd5e/tokens/heroes/SorcererTiefling.png","token":{"flags":{},"name":"Waldeck","displayName":30,"img":"systems/dnd5e/tokens/heroes/SorcererTiefling.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"bP4nmG9BUqeb5uJs","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"6T08zzKtmmpVwlXU","flags":{},"name":"Sorcerer","type":"class","img":"systems/dnd5e/icons/skills/fire_08.jpg","data":{"description":{"value":"

A magic wielder who drawers their power either from their ancestry or the wild magic around them.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"]},"spellcasting":"full"}},{"_id":"jjsygCO0QB0kkg7D","flags":{"entityorder":{"order":37}},"name":"Infernal Legacy","type":"feat","img":"systems/dnd5e/icons/skills/yellow_20.jpg","data":{"description":{"value":"

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebukespell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":1,"max":1,"per":null,"type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Tiefling","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"R5nAw0pDQj3TwB27","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"RY6BOsCzUqTBZkoF","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":2,"weight":1,"price":2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000},{"_id":"zEHVMW5ml8oAfRvR","flags":{},"name":"Quarterstaff","type":"weapon","img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000},{"_id":"ewunx5ozOGVWW3Vk","flags":{},"name":"Orb","type":"weapon","img":"systems/dnd5e/icons/items/inventory/pearl.jpg","data":{"description":{"value":"

This spherical talisman serves as a spellcasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":20,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"UiWDZoYjiwJRKfcS","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"name":"Bedroll","type":"loot","img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2600000},{"_id":"kidaM3tE9ySXGz9w","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2700000},{"_id":"mlULzs94TkuuS3mg","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}},"_sheetTab":"description"},"name":"Mess Kit","type":"loot","img":"systems/dnd5e/icons/items/inventory/fork.jpg","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2800000},{"_id":"JstStnVL7on972eq","flags":{"core":{"sheetClass":""}},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2900000},{"_id":"73eVUBcAVNfkBflg","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3000000},{"_id":"PpIr3iYeH58RvzaL","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3100000},{"_id":"QhYGD1lhcehVz5hj","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3200000},{"_id":"sjLFt3YuewQGtUqQ","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001},{"_id":"BLcosBGIDWJEf3iQ","flags":{"_sheetTab":"description","entityorder":{"order":70}},"name":"Draconic Resilience","type":"feat","img":"systems/dnd5e/icons/skills/red_20.jpg","data":{"description":{"value":"

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. 

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000},{"_id":"N1HJaznDiLdiJ038","flags":{"_sheetTab":"details","entityorder":{"order":72}},"name":"Dragon Ancestor","type":"feat","img":"systems/dnd5e/icons/skills/fire_05.jpg","data":{"description":{"value":"

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Dragon

Damage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3400000},{"_id":"eTCVL5V77COCdLLZ","flags":{},"name":"Mending","type":"spell","img":"systems/dnd5e/icons/spells/wind-blue-1.jpg","data":{"description":{"value":"

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"ePvWfsoHHeKbY6qc","flags":{},"name":"Fire Bolt","type":"spell","img":"systems/dnd5e/icons/spells/fireball-red-1.jpg","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

\n

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"xiDMlp1Mb4Gqz8CN","flags":{},"name":"Minor Illusion","type":"spell","img":"systems/dnd5e/icons/skills/shadow_12.jpg","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":13,"scaling":"spell"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"HKk774RdeShzN9WB","flags":{},"name":"Message","type":"spell","img":"systems/dnd5e/icons/skills/light_07.jpg","data":{"description":{"value":"

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

\n

You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical silen⁠ce, 1 foot of stone, 1 inch of c⁠ommon metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"3ruGIyfoYpCLODFF","flags":{},"name":"Burning Hands","type":"spell","img":"systems/dnd5e/icons/spells/fog-orange-2.jpg","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"vsJBWaMSsSBfL40g","flags":{},"name":"Disguise Self","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-eerie-2.jpg","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":13,"scaling":"spell","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"I6mjz5JDQJXNO9ZX","flags":{"entityorder":{"order":130}},"name":"Background: Scholar","type":"feat","img":"systems/dnd5e/icons/skills/light_08.jpg","data":{"description":{"value":"
    \n
  • \n

    Skill Proficiencies History, plus your choice of one from among Arcana, Nature, and Religion

    \n
  • \n
  • \n

    Languages any two of your choice

    \n
  • \n
  • \n

    Equipment The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000},{"_id":"5bj0N1zsrRd6xUq0","flags":{},"name":"Book of Lore","type":"loot","img":"systems/dnd5e/icons/items/inventory/book-orange.jpg","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4000000},{"_id":"uhpgNAMhJhjmKYS6","flags":{},"name":"Robes","type":"equipment","img":"systems/dnd5e/icons/items/armor/robe.jpg","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3800000},{"_id":"o4rfIYKsa5rteZtg","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":2,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"3CFgbZFjBkMwyVew","flags":{},"name":"Ink Bottle","type":"loot","img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3600000},{"_id":"TOCasDb61rcMDbKP","flags":{},"name":"Ink Pen","type":"loot","img":"systems/dnd5e/icons/items/inventory/feather-red.jpg","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3700000},{"_id":"SPE9cIpQw6vY3Qnj","flags":{},"name":"Parchment","type":"loot","img":"systems/dnd5e/icons/items/inventory/parchment.jpg","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3900000},{"_id":"qwLmgn3YxkOG1nJk","flags":{},"name":"Small Knife","type":"loot","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4600000}]} +{"_id":"p6FusMkGMOMBTDkt","name":"Olive (Gnome Wizard)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":0,"mod":-1,"save":-1},"dex":{"value":12,"proficient":0,"mod":1,"save":1},"con":{"value":15,"proficient":0,"mod":2,"save":2},"int":{"value":17,"proficient":1,"mod":3,"save":5},"wis":{"value":13,"proficient":1,"mod":1,"save":3},"cha":{"value":10,"proficient":0,"mod":0,"save":0}},"attributes":{"ac":{"min":0,"value":12},"hp":{"value":8,"min":0,"max":8,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"speed":{"value":"25 ft","special":""},"spellcasting":"int","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":13},"details":{"alignment":"Chaotic Good","biography":{"value":"

Olive has always been interested in tinkering and discovering new spells. She set out for adventure in order to add more spells to her spellbook, and perhaps one day create one of her own.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Rock Gnome","background":"Scholar","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"arc":{"value":1,"ability":"int","bonus":0,"mod":5,"passive":15},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"his":{"value":1,"ability":"int","bonus":0,"mod":5,"passive":15},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13},"med":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"per":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":12},"rel":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11}},"traits":{"size":"sm","senses":"Darkvision 60 ft","languages":{"value":["common","dwarvish","giant","gnomish"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":[],"custom":"Daggers; Darts; Slings; Quarterstaffs; Light crossbows"},"armorProf":{"value":[],"custom":""},"toolProf":{"value":[],"custom":"Tinkerer's Tools"}},"currency":{"pp":0,"gp":10,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":3,"max":3},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":1200000,"flags":{},"img":"systems/dnd5e/tokens/heroes/WizardTome.png","token":{"flags":{},"name":"Olive","displayName":30,"img":"systems/dnd5e/tokens/heroes/WizardTome.png","width":1,"height":1,"scale":0.7,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"p6FusMkGMOMBTDkt","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"wZK2Q0rXB0AQo8h3","flags":{},"name":"Wizard","type":"class","img":"systems/dnd5e/icons/skills/blue_13.jpg","data":{"description":{"value":"

A magic wielder who drawers their power from study and understanding of the arcane, capable of creation and destruction in equal measure.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"]},"spellcasting":"full"}},{"_id":"3L7BMzPax5xsF1Lg","flags":{"_sheetTab":"description","entityorder":{"order":98}},"name":"Artificer's Lore","type":"feat","img":"systems/dnd5e/icons/skills/mech_5.jpg","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Gnome","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"bxEJNjBMi53oVYdN","flags":{"_sheetTab":"description","entityorder":{"order":141}},"name":"Gnome Cunning","type":"feat","img":"systems/dnd5e/icons/skills/yellow_09.jpg","data":{"description":{"value":"

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Gnome","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"xLk1835QmCdqEacf","flags":{"entityorder":{"order":222}},"name":"Tinker","type":"feat","img":"systems/dnd5e/icons/skills/mech_8.jpg","data":{"description":{"value":"

Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

\n

Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

\n

Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

\n

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

","chat":"","unidentified":""},"source":"","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Gnome","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000},{"_id":"ViBSZ1O5ZSSCTrHs","flags":{},"name":"Quarterstaff","type":"weapon","img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000},{"_id":"9AObNMSe8ECouY53","flags":{},"name":"Component Pouch","type":"weapon","img":"systems/dnd5e/icons/items/inventory/satchel-leather.jpg","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000},{"_id":"1mpuhKv9nbOjYUsY","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"name":"Bedroll","type":"loot","img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2600000},{"_id":"OH6ls6ReXfKxzCcA","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2700000},{"_id":"IMmBhUyvLFEGRD8p","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}},"_sheetTab":"description"},"name":"Mess Kit","type":"loot","img":"systems/dnd5e/icons/items/inventory/fork.jpg","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2800000},{"_id":"V8uckPnopyHxDQ5n","flags":{"core":{"sheetClass":""}},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2900000},{"_id":"110JTcYr36aAWWZm","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3000000},{"_id":"zWOFRe1bAHDwseFS","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3100000},{"_id":"byNFOA3syDCYLVck","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3200000},{"_id":"H30VY7FdSZy9ZSHz","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001},{"_id":"lrsjpm75v2UVvdGe","flags":{},"name":"Spellbook","type":"loot","img":"systems/dnd5e/icons/items/inventory/book-purple.jpg","data":{"description":{"value":"

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4600000},{"_id":"iuGn6ifG2IDyFYuo","flags":{},"name":"Fire Bolt","type":"spell","img":"systems/dnd5e/icons/spells/fireball-red-1.jpg","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

\n

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"bKY0YJgL83mPCb1D","flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"fxPf1rXN7o0sLmqu","flags":{},"name":"Mage Hand","type":"spell","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"object"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"QiqMX9U68nFfHIPN","flags":{},"name":"Alarm","type":"spell","img":"systems/dnd5e/icons/spells/runes-royal-1.jpg","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A tiny bell and a piece of fine silver wire.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"ryxjlsIxPKk1ssn9","flags":{"_sheetTab":"description"},"name":"Shield","type":"spell","img":"systems/dnd5e/icons/spells/protect-magenta-1.jpg","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"JpWBSwfmXqc4N6ZQ","flags":{},"name":"Find Familiar","type":"spell","img":"systems/dnd5e/icons/spells/wild-eerie-2.jpg","data":{"description":{"value":"

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

\n

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

\n

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

\n

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

\n

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

\n

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier.

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"2zXVKCD8uYYsbldP","flags":{"_sheetTab":"details"},"name":"Mage Armor","type":"spell","img":"systems/dnd5e/icons/spells/protect-blue-1.jpg","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"BHzjyCbrud4B3jE0","flags":{},"name":"Sleep","type":"spell","img":"systems/dnd5e/icons/spells/light-magenta-1.jpg","data":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"IcpWIyqjOYkRpCHJ","flags":{},"name":"Magic Missile","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-magenta-1.jpg","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4+1"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"C4l8C6wVfQABKmv3","flags":{"entityorder":{"order":45}},"name":"Arcane Recovery","type":"feat","img":"systems/dnd5e/icons/skills/green_11.jpg","data":{"description":{"value":"

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Wizard 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4700000},{"_id":"8cNEEgRY0og0XzQ2","flags":{"entityorder":{"order":130}},"name":"Background: Scholar","type":"feat","img":"systems/dnd5e/icons/skills/light_08.jpg","data":{"description":{"value":"
    \n
  • \n

    Skill Proficiencies History, plus your choice of one from among Arcana, Nature, and Religion

    \n
  • \n
  • \n

    Languages any two of your choice

    \n
  • \n
  • \n

    Equipment The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000},{"_id":"DTrKcW5HZKSSv3yt","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"TIRBgegLJwVxO6uJ","flags":{},"name":"Robes","type":"equipment","img":"systems/dnd5e/icons/items/armor/robe.jpg","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3800000},{"_id":"Bc5xMsl2DBh3iDEp","flags":{},"name":"Ink Bottle","type":"loot","img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3600000},{"_id":"M8f0SEnppoL1nEvY","flags":{},"name":"Ink Pen","type":"loot","img":"systems/dnd5e/icons/items/inventory/feather-red.jpg","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3700000},{"_id":"1MUfkeKW082TilSs","flags":{},"name":"Parchment","type":"loot","img":"systems/dnd5e/icons/items/inventory/parchment.jpg","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3900000},{"_id":"fIRUDkm1rOOnpg0r","flags":{},"name":"Book of Lore","type":"loot","img":"systems/dnd5e/icons/items/inventory/book-orange.jpg","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4000000},{"_id":"mFkDODCWHMODiZcw","flags":{},"name":"Small Knife","type":"loot","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4600000}]} +{"_id":"u1AgS9XSMjfuWKkz","name":"Bernard (Hill Dwarf Rogue)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":10,"proficient":0,"mod":0,"save":0},"dex":{"value":15,"proficient":1,"mod":2,"save":4},"con":{"value":16,"proficient":0,"mod":3,"save":3},"int":{"value":12,"proficient":1,"mod":1,"save":3},"wis":{"value":14,"proficient":0,"mod":2,"save":2},"cha":{"value":8,"proficient":0,"mod":-1,"save":-1}},"attributes":{"ac":{"min":0,"value":13},"hp":{"value":12,"min":0,"max":12,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"speed":{"value":"25 ft","special":""},"spellcasting":"int","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":11},"details":{"alignment":"True neutral","biography":{"value":"

Bernard used to be a courtier at the dwarven halls, dabbling in intruigue he picked up a few tricks. He once got discovered implicating someone in a scandal and was removed in disgrace. Since then, he looks to make a name for himself and regain his social status.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Hill Dwarf","background":"Courtier","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12},"arc":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10},"dec":{"value":1,"ability":"cha","bonus":0,"mod":1,"passive":11},"his":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":14},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9},"inv":{"value":1,"ability":"int","bonus":0,"mod":3,"passive":13},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9},"per":{"value":1,"ability":"cha","bonus":0,"mod":1,"passive":11},"rel":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"slt":{"value":2,"ability":"dex","bonus":0,"mod":6,"passive":16},"ste":{"value":2,"ability":"dex","bonus":0,"mod":6,"passive":16},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12}},"traits":{"size":"med","senses":"Darkvision 60 feet","languages":{"value":["common","dwarvish","elvish","halfling","cant"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":["poison"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":["sim"],"custom":"Battleaxe; Handaxe; Light hammer; Warhammer; Hand crossbows; Longswords; Rapiers; Shortswords"},"armorProf":{"value":["lgt"],"custom":""},"toolProf":{"value":["thief"],"custom":"Smith Tools"}},"currency":{"pp":0,"gp":15,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":900000,"flags":{},"img":"systems/dnd5e/tokens/heroes/RogueHalfling.png","token":{"flags":{},"name":"Bernard","displayName":30,"img":"systems/dnd5e/tokens/heroes/RogueHalfling.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"u1AgS9XSMjfuWKkz","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"xEb8jmA5HlNs7xTF","flags":{},"name":"Rogue","type":"class","img":"systems/dnd5e/icons/skills/gray_04.jpg","data":{"description":{"value":"

Trained in shadowy skills such as assassination and infiltration, capable of delivering killing blows from the shadows.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","per","prf","prc","slt","ste"]},"spellcasting":"none"}},{"_id":"RamPMSyoupIDLgSw","flags":{"_sheetTab":"description","entityorder":{"order":192}},"name":"Dwarven Resilience","type":"feat","img":"systems/dnd5e/icons/skills/green_07.jpg","data":{"description":{"value":"

You have advantage on saving throws against poison, and you have resistance against poison damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"OoUNEphQs9kvjm3w","flags":{"entityorder":{"order":35}},"name":"Dwarven toughness","type":"feat","img":"systems/dnd5e/icons/skills/affliction_10.jpg","data":{"description":{"value":"

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"The Fiend 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"SUwZ64oaaFMuSfBp","flags":{"entityorder":{"order":224}},"name":"Stonecunning","type":"feat","img":"systems/dnd5e/icons/skills/mech_7.jpg","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000},{"_id":"fFmkXuFwnUA27hhu","flags":{},"name":"Rapier","type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"25","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000},{"_id":"Q0HDLh5wQ0BMF8us","flags":{},"name":"Shortbow","type":"weapon","img":"systems/dnd5e/icons/items/weapons/bow-short.jpg","data":{"description":{"value":"

This two handed bow is somewhat smaller than the traditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001},{"_id":"W4QzkeEpN5NV8EUd","flags":{},"name":"Quiver","type":"backpack","img":"systems/dnd5e/icons/items/weapons/arrows.jpg","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2400001},{"_id":"NS7lxo77dchgrfZa","flags":{},"name":"Arrows","type":"weapon","img":"systems/dnd5e/icons/items/weapons/arrows.jpg","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":20,"weight":0.05,"price":0.05,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"CRevWp3YEpdMO2JZ","flags":{"_sheetTab":"details","entityorder":{"order":146}},"name":"Expertise","type":"feat","img":"systems/dnd5e/icons/skills/yellow_35.jpg","data":{"description":{"value":"

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700001},{"_id":"NrbKpo9Np1cbHTNl","flags":{"_sheetTab":"description","entityorder":{"order":142}},"name":"Sneak Attack","type":"feat","img":"systems/dnd5e/icons/skills/violet_27.jpg","data":{"description":{"value":"

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. 

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2800001},{"_id":"QDIDZsP2APNXjWzo","flags":{"_sheetTab":"description","entityorder":{"order":140}},"name":"Thieves' Cant","type":"feat","img":"systems/dnd5e/icons/skills/yellow_41.jpg","data":{"description":{"value":"

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. 

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2900001},{"_id":"Vl9JqRkn30uzM2hb","flags":{"_sheetTab":"description","entityorder":{"order":65}},"name":"Background: Courtier","type":"feat","img":"systems/dnd5e/icons/skills/gray_05.jpg","data":{"description":{"value":"
    \n
  • Skill Proficiencies Insight, Persuasion
  • \n
  • \n

    Languages Any two of your choice

    \n
  • \n
  • \n

    Equipment A set of fine clothes and a pouch containing 5 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3000001},{"_id":"0BrYhlr3zfROVNkO","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"zyNiKfTqZLSjX1Kc","flags":{},"name":"Fine Clothes","type":"equipment","img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000},{"_id":"zXdodBaBu7QLjFzT","flags":{},"name":"Crowbar","type":"loot","img":"systems/dnd5e/icons/items/inventory/pickaxe.jpg","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":5,"price":"2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3100001},{"_id":"unlUJ4OzCaeUkzZw","flags":{},"name":"Hammer","type":"loot","img":"systems/dnd5e/icons/items/inventory/hammer.jpg","data":{"description":{"value":"

A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":3,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3200001},{"_id":"bdeMjWMidhj4SX0G","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3300001},{"_id":"veDGllGLuAMWo84J","flags":{"_sheetTab":"description"},"name":"Piton","type":"loot","img":"systems/dnd5e/icons/items/inventory/stake.jpg","data":{"description":{"value":"

A metal spike that is drive into a crack of seam in the climbing surface with a climbing hammer.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":0.25,"price":"0.05","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3400001},{"_id":"0x8p60cc6evbc5Oo","flags":{"_sheetTab":"description"},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":2,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3500001},{"_id":"yCscANLUeihEwk0S","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3600001},{"_id":"zHhSrYBP3fOOSAbr","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}},"_sheetTab":"description"},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3700001},{"_id":"FUorSOKwCtxBIM5w","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3800001},{"_id":"KEiAwGA3i5KjoRmj","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001},{"_id":"KG0AVUWKggjcVdd0","flags":{},"name":"Leather Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"l98GRqEvylsGZYLj","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":2,"weight":1,"price":2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000},{"_id":"x6BRPQPY8iEYw9DY","flags":{},"name":"Thieves’ Tools","type":"tool","img":"systems/dnd5e/icons/items/inventory/lockpick.jpg","data":{"description":{"value":"

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2700000}]} +{"_id":"v6R3VkzQXS0hfgiL","name":"Erin (High Elf Ranger)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":1,"mod":-1,"save":1},"dex":{"value":17,"proficient":1,"mod":3,"save":5},"con":{"value":14,"proficient":0,"mod":2,"save":2},"int":{"value":11,"proficient":0,"mod":0,"save":0},"wis":{"value":13,"proficient":0,"mod":1,"save":1},"cha":{"value":12,"proficient":0,"mod":1,"save":1}},"attributes":{"ac":{"min":0,"value":14},"hp":{"value":12,"min":0,"max":12,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"speed":{"value":"30 ft","special":""},"spellcasting":"int","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":10},"details":{"alignment":"Chaotic Neutral","biography":{"value":"

Erin cleanses monsters from her woods as a hobby, but now, a new force now menaces her land and she must band with adventurers to defeat it.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"High Elf","background":"Monster Hunter","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":15},"ani":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"arc":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11},"his":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11},"inv":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":12},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"nat":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":12},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11},"rel":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":15},"sur":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13}},"traits":{"size":"med","senses":"Darvision 60 feet","languages":{"value":["common","elvish","gnomish"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Magical Sleep; Advantage on saving throws against being charmed"},"perception":{"_deprecated":true},"weaponProf":{"value":["sim","mar"],"custom":"Longsword; Shortsword; Shortbow; Longbow"},"armorProf":{"value":["lgt","med","shl"],"custom":""},"toolProf":{"value":["music"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":800000,"flags":{},"img":"systems/dnd5e/tokens/heroes/RangerBow.png","token":{"flags":{},"name":"Erin","displayName":30,"img":"systems/dnd5e/tokens/heroes/RangerBow.png","width":1,"height":1,"scale":0.9,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"v6R3VkzQXS0hfgiL","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"Q81qjNTn93wu1BBO","flags":{"entityorder":{"order":19}},"name":"Fey Ancestry","type":"feat","img":"systems/dnd5e/icons/skills/green_13.jpg","data":{"description":{"value":"

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

 

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Elf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"nX0raD8XnYQGMZQr","flags":{"_sheetTab":"details","entityorder":{"order":173}},"name":"Trance","type":"feat","img":"systems/dnd5e/icons/skills/emerald_02.jpg","data":{"description":{"value":"

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Elf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"HaJmSfYs8Yx1QgK1","flags":{},"name":"Prestidigitation","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"VkRQ7glQvTWWiOCS","flags":{},"name":"Ranger","type":"class","img":"systems/dnd5e/icons/skills/green_01.jpg","data":{"description":{"value":"

A combatant trained in the use of martial weapons and magic, relying on their knowledge of their surroundings they fight in remote areas.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":["ani","ath","ins","inv","nat","prc","ste","sur"]},"spellcasting":"half"}},{"_id":"y46TMduwdVlH0xIJ","flags":{},"name":"Leather Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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Roll of cloth used by traveller to sleep in.

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1100000},{"_id":"n7tJJhWgqwSoD3XH","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Can hold up to 4 pints of liquid

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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A quiver can hold up to 20 arrows.

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Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. 

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. 

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. 

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. 

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

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You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. 

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001},{"_id":"DMZMUHFZBv5nf2s9","flags":{"_sheetTab":"details","entityorder":{"order":186}},"name":"Background: Monster Hunter","type":"feat","img":"systems/dnd5e/icons/skills/yellow_13.jpg","data":{"description":{"value":"
\n
 
\n
    \n
  • \n

    Skill Proficiencies Acrobatics, Nature, Investigation

    \n
  • \n
  • \n

    Tool Proficiencies one type of musical instrument.

    \n
  • \n
  • \n

    Equipment A musical instrument (one of your choice)

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"jsDXTpWKxsOdnWOw","flags":{},"name":"Musical Instrument: Flute","type":"tool","img":"systems/dnd5e/icons/items/inventory/flute.jpg","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300000}]} +{"_id":"yaxOpEDtDzn67I48","name":"Lukas (Half-Orc Paladin)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":17,"proficient":0,"mod":3,"save":3},"dex":{"value":8,"proficient":0,"mod":-1,"save":-1},"con":{"value":14,"proficient":0,"mod":2,"save":2},"int":{"value":10,"proficient":0,"mod":0,"save":0},"wis":{"value":12,"proficient":1,"mod":1,"save":3},"cha":{"value":14,"proficient":1,"mod":2,"save":4}},"attributes":{"ac":{"min":0,"value":18},"hp":{"value":12,"min":0,"max":12,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"speed":{"value":"30 ft","special":""},"spellcasting":"cha","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":12},"details":{"alignment":"Lawful Good","biography":{"value":"

Roaming the land to bring justice to them, Lukas has just one goal: the destruction of evil.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Half Orc","background":"Folk hero","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9},"ani":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"arc":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12},"his":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":12},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13},"itm":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":14},"inv":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":12},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12},"rel":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":10},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11}},"traits":{"size":"med","senses":"Darkvision 60ft","languages":{"value":["common","orc"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":["sim","mar"],"custom":""},"armorProf":{"value":["lgt","med","hvy","shl"],"custom":""},"toolProf":{"value":["vehicle"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":700000,"flags":{"dnd5e":{"savageAttacks":true}},"img":"systems/dnd5e/tokens/heroes/PaladinHammer.png","token":{"flags":{},"name":"Lukas","displayName":30,"img":"systems/dnd5e/tokens/heroes/PaladinHammer.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"yaxOpEDtDzn67I48","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"gZiUvbXWLs0pOp0c","flags":{},"name":"Paladin","type":"class","img":"systems/dnd5e/icons/skills/light_05.jpg","data":{"description":{"value":"

A warrior sworn to duty by the oath they swore either to themselves or the god they serve.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"]},"spellcasting":"half"}},{"_id":"NoCasKsmdgxoOqdK","flags":{"entityorder":{"order":8}},"name":"Relentless Endurance","type":"feat","img":"systems/dnd5e/icons/skills/violet_15.jpg","data":{"description":{"value":"

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":"When you are reduced to 0 hitpoints"},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Half-orc","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"GPxpNf62Bq0WQ8AO","flags":{"entityorder":{"order":118}},"name":"Savage Attacks","type":"feat","img":"systems/dnd5e/icons/skills/weapon_27.jpg","data":{"description":{"value":"

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Champion 10","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"UjLt0VgPcQ3ADMO5","flags":{},"name":"Longsword","type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-long.jpg","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":"15","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000},{"_id":"FsP6qkJnL1tFEtVW","flags":{},"name":"Shield","type":"equipment","img":"systems/dnd5e/icons/items/armor/shield.png","data":{"description":{"value":"

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":2,"dex":null},"strength":"","stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000},{"_id":"ye8nN0EMzF8xZsSP","flags":{},"name":"Javelin","type":"weapon","img":"systems/dnd5e/icons/items/weapons/bolt.png","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":5,"weight":2,"price":0.5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000},{"_id":"hXEmlzOgbPbbEgyH","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"name":"Bedroll","type":"loot","img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2300000},{"_id":"Te305cKKLc5sheFe","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2400000},{"_id":"oLxHZKyL52gTsVG0","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}},"_sheetTab":"description"},"name":"Mess Kit","type":"loot","img":"systems/dnd5e/icons/items/inventory/fork.jpg","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2500000},{"_id":"ZiGDk9EejTx1MYsb","flags":{"core":{"sheetClass":""}},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2600000},{"_id":"A9DjRkbTDefOazbo","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2700000},{"_id":"G5SG0SAdbfYdK26D","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2800000},{"_id":"GHVKzhj4w5gVSoOa","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2900000},{"_id":"avDwkTGTnswjA0nr","flags":{},"name":"Chain Mail","type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":55,"price":75,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000},{"_id":"mmNOUJeTSbhakKbO","flags":{},"name":"Amulet","type":"equipment","img":"systems/dnd5e/icons/items/jewelry/amulet-blue.jpg","data":{"description":{"value":"

An amulet depicting a symbol representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Spellcasting Focus. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"u9Rz0H3AFgJWhopA","flags":{"_sheetTab":"description","entityorder":{"order":164}},"name":"Divine Sense","type":"feat","img":"systems/dnd5e/icons/skills/light_02.jpg","data":{"description":{"value":"

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. 

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000},{"_id":"ZNm0Ot7Aa36x3aOR","flags":{"_sheetTab":"description","entityorder":{"order":161}},"name":"Lay on Hands","type":"feat","img":"systems/dnd5e/icons/skills/light_10.jpg","data":{"description":{"value":"

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. 

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000},{"_id":"z5rKywjIFzidberh","flags":{"_sheetTab":"details","entityorder":{"order":186}},"name":"Background: Folk hero","type":"feat","img":"systems/dnd5e/icons/skills/yellow_13.jpg","data":{"description":{"value":"
\n
 
\n
    \n
  • \n

    Skill Proficiencies History, Animal Handling, Perception

    \n
  • \n
  • \n

    Tool Proficiencies Land Vehicles

    \n
  • \n
  • \n

    Equipment The favor of an admirer (love letter, lock of hair, or trinket)

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"60vQwToJxKHImHK1","flags":{"core":{"sheetClass":""}},"name":"Love Letter","type":"consumable","img":"systems/dnd5e/icons/items/inventory/scroll-cursed.jpg","data":{"description":{"value":"

A love letter sent by an admirer.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000}]} diff --git a/packs/packs/items.db b/packs/packs/items.db new file mode 100644 index 00000000..58232d98 --- /dev/null +++ b/packs/packs/items.db @@ -0,0 +1,796 @@ +{"_id":"00BggOkChWztQx6R","name":"Studded Leather Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":24045,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":15,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.png"} +{"name":"Frost Brand Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":3,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"07R6JFioylOCpVoL"} +{"name":"Glaive +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.png","_id":"09i8r1UmzDSKiZ9g"} +{"name":"Dagger","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"0E565kQUBmndJ1a2"} +{"name":"Ioun Stone of Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Strength. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gemstone-blue.jpg","_id":"0G5LSgbb5NTV4XC7"} +{"name":"Flail +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"0LVFLPmsu1b2vf8E"} +{"_id":"0NoBBP3MMkvJlwZY","name":"Candle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/candle.jpg"} +{"_id":"0ZBWwjFz3nIAXMLW","name":"Jug","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A pitcher holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":4,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/jug.jpg"} +{"_id":"0d08g1i5WXnNrCNA","name":"Tinker's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in tinkering.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":10,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/skills/mech_7.jpg"} +{"_id":"10ZP2Bu3vnCuYMIB","name":"Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":"15","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-long.jpg"} +{"_id":"14pNRT4sZy9rgvhb","name":"Hammer","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/hammer.jpg"} +{"_id":"159agyOuBHCl2WKd","name":"Adamantine Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":40,"price":1250,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":4700001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"name":"Wand of Magic Detection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the @Compendium[dnd5e.spells.ghXTfe7sgCbgf1Q8]{Detect Magic} spell from it. The wand regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d3","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg","_id":"18fbyArtidKzON01"} +{"name":"Ring of Invisibility","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":10000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-ruby.jpg","_id":"1J0dsxyKRhVXYQf5"} +{"name":"Potion of Storm Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 29 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":2000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-blue.jpg","_id":"1KMSpOSU0EliUBm2"} +{"_id":"1Lxk6kmoRhG8qQ0u","name":"Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":7,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg"} +{"name":"Vicious Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"1PMaZR6CX8fUnOZd"} +{"name":"Orb of Dragonkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.

\n

As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.

\n

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.

\n

An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.

\n

While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.

\n

While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts @Compendium[dnd5e.spells.zMAWdyc8UVb37BK4]{Suggestion} on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.

\n

Random Properties. An Orb of Dragonkind has the following random properties (see DMG pg. 219-21): 

\n
    \n
  • 2 minor beneficial properties 
  • \n
  • 1 minor detrimental property
  • \n
  • 1 major detrimental property
  • \n
\n

Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: 

\n
    \n
  • @Compendium[dnd5e.spells.uUWb1wZgtMou0TVP]{Cure Wounds} (5th-level version, 3 charges)
  • \n
  • @Compendium[dnd5e.spells.BP3GCwa66IAw1yTG]{Daylight} (1 charge)
  • \n
  • @Compendium[dnd5e.spells.VtCXMdyM6mAdIJZb]{Death Ward} (2 charges)
  • \n
  • @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying} (3 charges).
  • \n
  • You can also use an action to cast the @Compendium[dnd5e.spells.ghXTfe7sgCbgf1Q8]{Detect Magic} spell from the orb without using any charges.
  • \n
\n

Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.

\n

Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A @Compendium[dnd5e.spells.HBHbOGKNVVprSlwn]{Disintegrate} spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

","chat":"","unidentified":""},"source":"DMG. pg 225","quantity":1,"weight":5,"price":500000,"attuned":false,"equipped":false,"rarity":"Artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":7,"max":7,"per":"day"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/element-air.jpg","_id":"1RwJWOAeyoideLKe"} +{"name":"Maul +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg","_id":"1kihEfn9QppB34ee"} +{"name":"Wand of Magic Missiles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magic Missile} spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"1taRIMF9w7jpnonN"} +{"name":"Gaming Set of Dragonchess","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item is a complete set of dragonchess pieces and board. The board can also be used for variations of draughts and checkers.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0.5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/trinket-carving.jpg","_id":"23y8FvWKf9YLcnBL"} +{"name":"Stone of Good Luck (Luckstone)","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":0.1,"price":4200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-yellow.jpg","_id":"296Zgo9RhltWShE1"} +{"name":"Rope of Climbing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

\n

If you tell the rope to knot, large knots appear at 1- foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

\n

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. A bonus action to move one end 10 ft."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":20,"max":20,"per":"charges","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/rope.jpg","_id":"29e6gHwWKNLaRUoz"} +{"name":"Tome of Clear Thought","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 208","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-yellow.jpg","_id":"2BYm8to5KldN8eYu"} +{"name":"Mace +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"2CQnAvn06bncXPBt"} +{"name":"Nine Lives Stealer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_13.jpg","_id":"2Lkub0qIwucWEfp3"} +{"name":"Sphere of Annihilation","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

\n

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

\n

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

\n

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

\n

If the sphere comes into contact with a planar portal, such as that created by the @Compendium[dnd5e.spells.XbwGq5kDJNvAxNXV]{Gate} spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
01-50The sphere is destroyed.
51-85The sphere moves through the portal into the extradimensional space.
86-00A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":0,"price":15000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"An uncontrolled sphere requires a DC 25 Intelligence (Arcana) check."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_12.jpg","_id":"2YNqk5zm9jDTvd7q"} +{"_id":"2YbuclKfhDL0bU4u","name":"Chest","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A chest holds 12 cubic feet or 300 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":25,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":300,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":900001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/chest-dark.jpg"} +{"_id":"2YdfjN1PIIrSHZii","name":"War Pick","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pick.jpg"} +{"name":"Robe of Useful Items","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

\n

The robe has the following patches:

\n
    \n
  • x2 Dagger patches
  • \n
  • x2 Bullseye lantern (filled and lit) patches
  • \n
  • x2 Steel mirror patches
  • \n
  • x2 10-foot pole patches
  • \n
  • x2 Hempen rope (50 feet, coiled) patches
  • \n
  • x2 Sack patches
  • \n
\n

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Patch
01-08Bag of 100 gp
09-15Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22Iron door (up to 10 feet wide and high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.
23-3010 gems worth 100 gp each
31-44Wooden ladder (24 feet long)
45-51A riding horse with saddle bags
52-59Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-684 potions of healing
69-75Rowboat (12 feet long)
76-83Spell scroll containing one spell of 1st to 3rd level
84-902 @Compendium[dnd5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff}s
91-96Window (2 feet by 4 feet, up to 2 feet deep) which you can place on a vertical surface you can reach
97-00Portable ram
\n

Foundry note: the Other Formula has been set to calculate the 4d4 patches if required.

\n

Additionally, it is recommended to delete items here as necessary to track patches left.

\n

The price guide has been calculated at 5*item for the maximum number of items possible.  Please adjust as necessary to reflect the number of patches and the DM's world economy.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":1,"price":140,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"4d4","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/robe.jpg","_id":"2ksm2KXCY3vBHTAx"} +{"name":"Horseshoes of the Zephyr","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":8,"price":1500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horseshoe.jpg","_id":"2mvXGvDmHHhzbT04"} +{"name":"Ring of Warmth","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg","_id":"2veAOEyfbDJuxR8Y"} +{"name":"Scimitar +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg","_id":"2wK9ImkAeG3Lzxa0"} +{"name":"Ring of Evasion","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-eye.jpg","_id":"2wxqnjpnPmkpPCC5"} +{"name":"Potion of Cold Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Cold type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-blue.jpg","_id":"34YKlIJVVWLeBv7R"} +{"name":"Necklace of Fireballs","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level  Fireball spell (save DC 15).

\n

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

\n

**Foundry note: the 9 charges represent the maximum number of beads possible to find; please adjust as required. The Other Formula button can be used to roll the additional damage for extra beads thrown.

\n

Additionally, here is a price guide depending on the number of beads still remaining. These prices are a guide only and should be adjusted accordingly to reflect the Dungeon Master's world:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Beads

\n
Price (gp)
830,720
715,360
67680
53840
41600
3960
2480
1300
","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":61440,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"1d6","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-red.jpg","_id":"3ALOhh6JNInIK4o7"} +{"name":"Vorpal Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","slashing"]],"versatile":""},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_16.jpg","_id":"3FNyS6DeCBZzFbqU"} +{"_id":"3OXueEpvDDCVfGFA","name":"Fine Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg"} +{"name":"Hand Crossbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1500001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"3Q6rw9kAMf6F1SW5"} +{"name":"Gauntlets of Ogre Power","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_28.jpg","_id":"3TWT5bv3z5zGUZCe"} +{"name":"Ring of Fire Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a garnet stone that seems to glow when it catches the light.

\n

You have resistance to fire damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg","_id":"3X7vdOjnCSpi40yn"} +{"name":"Pike +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pike.jpg","_id":"3YH1o1Wa4gcdN3fh"} +{"_id":"3YSUIp4eFo26YxJr","name":"Ball Bearings","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can spill these 1,000 tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1000,"weight":0.002,"price":0.001,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/element-earth.jpg"} +{"name":"Stick of Incense","permission":{"default":0},"type":"loot","data":{"description":{"value":"

When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bamboo.jpg","_id":"3b0RvGi0TnTYpIxn"} +{"_id":"3c7JXOzsv55gqJS5","name":"Arrows","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.05,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/arrows.jpg"} +{"_id":"3cymOVja8jXbzrdT","name":"Longbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1900001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-long.jpg"} +{"_id":"3gynWO9sN4OLGMWD","name":"Sling","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A flexible lash of leather affixed to a wooden handle which is capable of flinging rocks or metal bullets with deadly velocity.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sling.jpg"} +{"_id":"3h3ZU6qmQs18FfkA","name":"Mithral Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":20,"price":850,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":3600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Small Knife","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"3nVvaHVfHsgwGlkL"} +{"_id":"3rCO8MTIdPGSW6IJ","name":"Dart","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0.25,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1100001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.png"} +{"_id":"3uEyuCfnAzGkwAn5","name":"Sealing Wax","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A wax material of a seal which, after melting, hardens quickly forming a bond that is difficult to separate without noticeable tampering.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/candle-melted.jpg"} +{"_id":"419eNv7xp2p7Xlo5","name":"Blanket","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A sheet of blanket to keep you warm at night.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cloth-green.jpg"} +{"name":"Figurine of Wondrous Power Ivory Goat of Travail","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Travail becomes a @Compendium[dnd5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat} for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":400,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":3,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-tusk-bloody.jpg","_id":"41kYCmKq0PbGVKaM"} +{"name":"Pearl of Power","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a spellcaster)

\n

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pearl.jpg","_id":"44XNWmMGnwXn7bNW"} +{"name":"Plate Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":25500,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":21,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.png","_id":"466j8hy4AiENMHVQ"} +{"name":"Talisman of the Sphere","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

When you make an Intelligence (Arcana) check to control a Sphere of Annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a Sphere of Annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":20000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"int","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20 + @mod + @attributes.prof + @attributes.prof",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_05.jpg","_id":"46ikeR4RrSim6DsN"} +{"name":"Vicious Light Hammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This sturdy hammer is small enough to be nimbly wielded or used in combination with another weapon.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/hammer-light.jpg","_id":"4MeSq8KcF7KK7emF"} +{"_id":"4MtQKPn9qMWCFjDA","name":"Quiver","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/arrows.jpg"} +{"name":"Potion of Stone Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 23 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-green.jpg","_id":"4ZiJsDTRA1GgcWKP"} +{"name":"Wand of Web","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the @Compendium[dnd5e.spells.UJJu9c2UvCzVljiP]{Web} spell (save DC 15) from it.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg","_id":"4sR5HOah6KwVPHOb"} +{"name":"Amulet of Proof Against Detection and Location","permission":{"default":0},"type":"equipment","data":{"description":{"value":"
\n
Wondrous Item (requires attunement)
\n
 
\n
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
\n
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":20000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"bonus","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":5100001,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-blue.jpg","_id":"50N8zf58FR4JWR05"} +{"name":"Dagger +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"59pjg8FGM4GG4Fdd"} +{"name":"Vicious Dagger","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"5Jz5w7XJxgtlsx6K"} +{"name":"Crystal Ball of Telepathy","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The crystal ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying} spell (save DC 17) with it.

\n

While Scrying with the Crystal Ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the @Compendium[dnd5e.spells.zMAWdyc8UVb37BK4]{Suggestion} spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends.

\n

Once used, the Suggestion power of the Crystal Ball can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/element-water.jpg","_id":"5KiRtMMSTnJmMtBr"} +{"name":"Wand of Enemy Detection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 210","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":null,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg","_id":"5Rxo4K9cgpwgW9vZ"} +{"name":"Ring of Poison Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with an amethyst stone that glitters when it catches the light.

\n

You have resistance to poison damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-purple.jpg","_id":"5SorTMl8NKDO9Yge"} +{"_id":"5fJn3LQ2eQG7luEO","name":"Chalk","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is soft white porous sedimentary acarbonate rock, a form of limestone composed of the mineral calcite. Can be used to draw shapes. 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"0.01","attuned":false,"equipped":false,"rarity":"Common","identified":true},"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-bones.jpg"} +{"_id":"5m9ErO9In8Uc5yyf","name":"Potion of Superior Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 8d4+8 hit points when you drink this potion.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":450,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d4 + 8","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300001,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-red.jpg"} +{"_id":"5mIeX824uMklU3xq","name":"Map or Scroll Case","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/briefcase.jpg"} +{"_id":"6067acDZGv7KNOkP","name":"Elven Chain","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":20,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":true,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather-forest.jpg"} +{"name":"Spear +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/spear.jpg","_id":"62EaozKvcA0aSy2q"} +{"name":"Philter of Love","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

\n

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":90,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-5.jpg","_id":"63nb14yQRJMc4bIn"} +{"name":"Robe of Stars","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

\n

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magic Missile} as a 5th-level spell.

\n

Daily at dusk, 1d6 removed stars reappear on the robe.

\n

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":60000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d4","force"],["7","force"]],"versatile":""},"formula":"1d6","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_16.jpg","_id":"66UkbfH0PVwo4HgA"} +{"_id":"698gLyJ4JKVVMF53","name":"Padded Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":6005,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.png"} +{"name":"Musical Instrument: Drum","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A drum, of any variety, to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":6,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/drum.jpg","_id":"69Dpr25pf4BjkHKb"} +{"name":"Sling +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sling.jpg","_id":"6I5lt8KheTsAE4Zr"} +{"name":"Vicious Maul","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This heavy two-handed mace crushes metal and bone with thunderous force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":10,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg","_id":"6JbrdSg5YYbs9ANm"} +{"name":"Ioun Stone of Sustenance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Sustenance. You don't need to eat or drink while this clear spindle orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/coral-tan.jpg","_id":"6MDTnMG4Hcw7qZsy"} +{"_id":"6OIw31CDF6mAwFnd","name":"Bolt of Slaying","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A Bolt of Slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both Bolts of Dragon Slaying and Bolts of Blue Dragon Slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the bolt, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

\n

Once a Bolt of Slaying deals its extra damage to a creature, it becomes a nonmagical bolt.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.075,"price":600,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/arrow_01.jpg"} +{"name":"Cubic Gate","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.

\n

You can use an action to press one side of the cube to cast the @Compendium[dnd5e.spells.XbwGq5kDJNvAxNXV]{Gate} spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the @Compendium[dnd5e.spells.J6Jpw5XzB5aTeqnz]{Plane Shift} spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.

\n

The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 160","quantity":1,"weight":0.1,"price":40000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/runestone-dwarven.jpg","_id":"6ai1pEde3iQX30Fr"} +{"name":"Dancing Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_11.jpg","_id":"6n8J07mFo8xs11vS"} +{"name":"Halberd +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.png","_id":"6ndqUhOySYVVQ5on"} +{"name":"Rod of Absorption","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy not the spell itself - is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

\n

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

\n

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

\n

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

\n

**Foundry note: the rod currently has the maximum 10 charges for a newly found rod. Adjust as required.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":50000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"reaction","cost":1,"condition":"Spell slots created can be no higher than 5th level."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":10,"max":50,"per":"charges","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_15.jpg","_id":"6pjaQzbtxQTuQ4RW"} +{"_id":"6rocoBx5jdzG1QQH","name":"Healer's Kit","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":10,"max":10,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/herb-bag.jpg"} +{"name":"Ioun Stone of Greater Absorption","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Greater Absorption. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

\n

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":31000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":50,"max":50,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/ore-green.jpg","_id":"7FEcfqz1piPHN1tV"} +{"name":"Lantern of Revealing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lantern.jpg","_id":"7FLs8qIGdOFnz9oL"} +{"_id":"7Yqbqg5EtVW16wfT","name":"Barrel","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":70,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":334,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":400001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/barrel.jpg"} +{"name":"Dagger of Venom","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":1,"price":2500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"dex","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_43.jpg","_id":"7i4s9msZWpAw4Ynv"} +{"name":"Wand of Binding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

\n

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): @Compendium[dnd5e.spells.l9Ju5KE7bbn3WpTm]{Hold Monster} (5 charges) or @Compendium[dnd5e.spells.3Lo9boi7P2ro6QV4]{Hold Person} (2 charges).

\n

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":10000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"7jEKkA9qbwJ3IuCb"} +{"name":"Quarterstaff +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","_id":"7kVZo4DLBq22406E"} +{"_id":"7u31f86h5vm5WOWM","name":"Gaming Set","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante).

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

\n

Please note this is a generic placeholder. For the gaming sets given in the PHB table, please see immediately below this entry in the compendium. However, feel free to use any of them as a guide for an original entry by editing them or even starting from scratch, given DM permission.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"flags":{},"img":"systems/dnd5e/icons/items/inventory/dice.jpg"} +{"name":"Handy Haversack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

\n

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

\n

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":5,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"capacity":{"type":"weight","value":120,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg","_id":"7vqs5AqI4VCmuszx"} +{"name":"Scimitar of Speed","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

","chat":"","unidentified":""},"source":"DMG pg. 199","quantity":1,"weight":3,"price":6000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_08.jpg","_id":"7wY0389wscheFkIa"} +{"name":"Censor","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Usually used in conjunction with blocks of incense to perfume the air.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/chalice-cracked.jpg","_id":"7ztvHyYJCcOOAWmR"} +{"_id":"84z9mVy1mCipUWEY","name":"Breastplate +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":1900,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":650000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"name":"Amulet of the Planes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"
Wondrous Item (requires attunement)
\n
 
\n
While wearing this Amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the @Compendium[dnd5e.spells.J6Jpw5XzB5aTeqnz]{Plane Shift} spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":160000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"","value":0,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"bonus","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":5200001,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/jewelry/pendant-green.jpg","_id":"8ABk0XV76Hzq8Qul"} +{"name":"Figurine of Wondrous Power Ivory Goat of Terror","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Terror becomes a @Compendium[dnd5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat} for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form.

\n

In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours.

\n

Once the figurine has been used, it can't be used again until 15 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":20000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":3,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-horn.jpg","_id":"8CaODbNQtxHGuVjn"} +{"name":"Robes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/robe.jpg","_id":"8GCEodUsTEEpBlO6"} +{"name":"Greatsword +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-great.jpg","_id":"8LZBOY5USLZ4ngDq"} +{"name":"Longsword of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1700,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_03.jpg","_id":"8MNDhKb1Q87QszOJ"} +{"name":"Potion of Lightning Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Lightning type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg","_id":"8MPnSrvEeZhPhtTi"} +{"name":"Warhammer +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","bludgeoning"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/warhammer.png","_id":"8N1GqcdroUpmM9dS"} +{"_id":"8NS6MSOdXtUqD7Ib","name":"Carpenter's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in carpentry.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":8,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"str","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/axe-wood.jpg"} +{"name":"Ring of Spell Turning","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":30000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"8PI1EL8xHLq4tXKr"} +{"_id":"8RXjiddJ6VGyE7vB","name":"Common Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/tunic.jpg"} +{"name":"Longbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-long.jpg","_id":"8W6ULfSqzuHh6Peg"} +{"name":"Eyes of Charming","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the @Compendium[dnd5e.spells.eS7XnnApoxRxYXPs]{Charm Person} spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Must have eye contact with the target humanoid."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/skills/light_02.jpg","_id":"8dfhaa1g3VDjhtm3"} +{"name":"Caltrops","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.1,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","piercing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/caltrop.jpg","_id":"8tvhh5wqG5FRh3Sf"} +{"name":"Heavy Crossbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-heavy.jpg","_id":"8wXB18E0oPAYFkqc"} +{"name":"Shortsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_24.jpg","_id":"902yxeFDwavpm6cv"} +{"_id":"9G9QGSPgpZDSsm37","name":"Sledgehammer","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool with a large, flat, often metal head, attached to a long handle. 

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":10,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/hammer.jpg"} +{"name":"Spell Scroll 1st Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":60,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/note-scroll.jpg","_id":"9GSfMg0VOA2b4uFN"} +{"_id":"9Ifr8fGvJ1bArzOW","name":"Bag of Tricks (Grey)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[dnd5e.monsters.WOdeacKCYVhgLDuN]{Weasel}
2@Compendium[dnd5e.monsters.q1YJIeIt6rK8fCKn]{Giant Rat}
3@Compendium[dnd5e.monsters.oQvORD924obyPdCc]{Badger}
4@Compendium[dnd5e.monsters.lZR4lhNmYSf89s4Q]{Boar}
5@Compendium[dnd5e.monsters.AijNdqMurWxDxUSl]{Panther}
6@Compendium[dnd5e.monsters.OSKoYxdiQ8jYqOGH]{Giant Badger}
7@Compendium[dnd5e.monsters.EYiQZ3rFL25fEJY5]{Dire Wolf}
8@Compendium[dnd5e.monsters.hQt3qIahnB1Odb40]{Giant Elk}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/pouch.jpg"} +{"name":"Nine Lives Stealer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_13.jpg","_id":"9Mdes2tKt0cqsNTw"} +{"name":"Circlet of Blasting","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this circlet, you can use an action to cast the @Compendium[dnd5e.spells.7u2obDvuvtZBkTfq]{Scorching Ray} spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":0.1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"rsak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/jewelry/ring-gold.jpg","_id":"9UvWQTY5yIgkJmmb"} +{"_id":"9bWTRRDym06PzSAf","name":"Pouch","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2300001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pouch.jpg"} +{"name":"Ring of Spell Storing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.

\n

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

\n

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":24000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-silver.jpg","_id":"9cIlRtKDtDXQtElf"} +{"name":"Dust of Sneezing and Choking","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an @Compendium[dnd5e.spells.3OZnNhunvRtPOQmH]{Identify} spell reveals it to be such. There is enough of it for one use.

\n

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The @Compendium[dnd5e.spells.F0GsG0SJzsIOacwV]{Lesser Restoration} spell can also end the effect on a creature.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":0,"price":480,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/water_01.jpg","_id":"9eyZY9tL3fXD1Mbm"} +{"name":"Ioun Stone of Insight","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Insight. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/ore-blue.jpg","_id":"9jMQEm99q1ttAV1Q"} +{"name":"Rod of Security","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

\n

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

\n

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":5,"price":90000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":200,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_18.jpg","_id":"9kfMsSweOBui0SC4"} +{"name":"Figurine of Wondrous Power Onyx Dog","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Onyx Dog. This onyx statuette of a dog can become a @Compendium[dnd5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff} for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/collar-red.jpg","_id":"9nxSHbqlDdngtuuz"} +{"name":"Sling +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sling.jpg","_id":"9qOAoFw9dTXhJ1w0"} +{"name":"Instant Fortress","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

\n

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the @Compendium[dnd5e.spells.1nhIxh0DsJsntCfj]{Knock} spell and similar magic, such as that of a @Compendium[dnd5e.items.vZdLYfHlLcZqQ8zc]{Chime of Opening}.

\n

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

\n

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of Wish causes the roof, the door, or one wall to regain 50 hit points.

","chat":"","unidentified":""},"source":"DMG pg. 160","quantity":1,"weight":0.1,"price":75000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_31.jpg","_id":"9stfX2i2I1YPo8vx"} +{"_id":"9uT9SXy1Gb1jiiZX","name":"Scale Mail +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":45,"price":24050,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":17,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Periapt of Health","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-red.jpg","_id":"9v0TPDXNa9S7aNB4"} +{"name":"Longbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-long.jpg","_id":"A2i08i8gAFscm6hZ"} +{"name":"Vicious Sickle","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent hooked blade mounted atop a short haft, light enough to be wielded in one hand for treshing crops or foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sickle.jpg","_id":"AChuumAYmts5uGFT"} +{"name":"Crystal Ball of True Seeing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The Crystal Ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying} spell (save DC 17) with it.

\n

While Scrying with the Crystal Ball, you have Truesight with a radius of 120 feet centered on the spell's sensor.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/element-fire.jpg","_id":"ADH0UZ8bf7Op0dgf"} +{"name":"Sickle +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sickle.jpg","_id":"AHn15T1TOuDFS0GH"} +{"_id":"Ajyq6nGwF7FtLhDQ","name":"Mace","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg"} +{"name":"Cloak of the Bat","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

\n

While wearing the cloak in an area of dim light or darkness, you can use your action to cast @Compendium[dnd5e.spells.04nMsTWkIFvkbXlY]{Polymorph} on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores.

\n

The cloak can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"Aq1rhgcgFnwu2T4I"} +{"name":"Ring of Regeneration","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

\n

Foundry note: you can use the Other Formula to calculate the days needed to regrow a body part if required.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":"You need at least 1 hit point."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"1d6 +1","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-purple.jpg","_id":"AweD4kpKGM7Ilu3n"} +{"name":"Sling Bullet +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":100,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +@mod +2","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"value":"","amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4200000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/bullet.jpg","_id":"BNJmdttKvIwC08Pd"} +{"name":"Chain Mail Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":55,"price":6075,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0,"label":"Armor Value"},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"BQw5lyopqLmf8B6u"} +{"_id":"BeKIrNIvNHRPQ4t5","name":"Staff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gnarled or polished staff of wood, bone, or more exotic materials like crystal. Such implements are frequently used by spellcasters to hone their arcane focus.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg"} +{"name":"Nine Lives Stealer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","slashing"]],"versatile":"1d10 +@mod +2"},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_13.jpg","_id":"BefbYlWbRYyy6R8s"} +{"name":"Manual of Bodily Health","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-red.jpg","_id":"BjyTJn9oGvURWKJR"} +{"name":"Quarterstaff +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","_id":"BmWnprrj0QWQ1BL3"} +{"_id":"BnOCLuNWhVvzHLjl","name":"Torch","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4700000,"flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"img":"systems/dnd5e/icons/items/inventory/torch.jpg"} +{"name":"Eyes of Minute Seeing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":1,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_12.jpg","_id":"BsyPV6eTNghT3Fho"} +{"name":"Splint Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":60,"price":24200,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":20,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":850000,"flags":{},"img":"systems/dnd5e/icons/items/armor/splint.png","_id":"BwC8hZaNjO7IQc6K"} +{"name":"Oil of Sharpness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. 

\n

The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":3200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1500000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-10.jpg","_id":"C0MNXWA81ufzGlp5"} +{"name":"Potion of Water Breathing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

\n

You can breathe underwater for 1 hour after drinking this potion. 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-4.jpg","_id":"CAZMwFBWp9VC0ZCg"} +{"name":"Figurine of Wondrous Power Bronze Griffon","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a @Compendium[dnd5e.monsters.h052EIIUmRwJum65]{Griffon} for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-whirl.jpg","_id":"CI58LNiwrTpmWYMp"} +{"_id":"CNdDj8dsXVpRVpXt","name":"Sack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A sack can hold up to 1 cubic foot or 30 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0.5,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2500001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/sack.jpg"} +{"name":"Lance +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"CVMGOJWTO6TCybrH"} +{"_id":"CcTGZzQHejxEVLK1","name":"Mithral Breastplate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":20,"price":1200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"name":"Flame Tongue Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":2,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":7100001,"flags":{},"img":"systems/dnd5e/icons/skills/fire_13.jpg","_id":"CoUFHk5keIihsbYL"} +{"name":"Potion of Mind Reading","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

\n

When you drink this potion, you gain the effect of the @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts} spell (save DC 13). 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-2.jpg","_id":"Ct9LR9Ft1FG4a6Y1"} +{"name":"Eversmoking Bottle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

\n

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_25.jpg","_id":"CvzjhUy9ekRieR1A"} +{"_id":"DEQkJiQdGyfmSNkV","name":"Helm of Teleportation","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the @Compendium[dnd5e.spells.L4J89JXqbKs6puEV]{Teleport} spell from it. The helm regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":64000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":0,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_13.jpg"} +{"name":"Spell Scroll 4th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 15
Attack bonus: +7.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":320,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-cursed.jpg","_id":"DM7hzgL836ZyUFB1"} +{"_id":"DMejWAc8r8YvDPP1","name":"Halberd","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A spear-tipped metal shaft accompanied by a crescent blade, the halberd is a strong defensive weapon which allows a warrior to fend off foes using the reach of the shaft to attack from safe distance.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"20","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.png"} +{"_id":"DNOSEAvF4Oh1DlWy","name":"Tinderbox","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/torch.jpg"} +{"name":"Bracers of Defense","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/bracers-defense.jpg","_id":"DSHi7yT6OUyDoCcu"} +{"name":"Frost Brand Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":2,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"DT02xK1DzxLNlVaI"} +{"_id":"DVXmyetZuvxbzAwW","name":"Bedroll","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg"} +{"_id":"DWLMnODrnHn8IbAG","name":"Javelin","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.png"} +{"name":"Periapt of Wound Closure","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-blue.jpg","_id":"DWwBkOFuYf5VN3M2"} +{"_id":"DevmObXWP9MfwE2c","name":"Adamantine Breastplate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":20,"price":900,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":3300000,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"_id":"DizirD7eqjh8n95A","name":"Maul","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This heavy two-handed mace crushes metal and bone with thunderous force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":10,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg"} +{"name":"Feather Token Anchor","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":50,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"touch","type":"object"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-blue.jpg","_id":"DnlQkH6Bpwkd5n5Y"} +{"name":"Rod of Alertness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This rod has a flanged head and the following properties.

\n

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

\n

Spells. While holding the rod, you can use an action to cast one of the following spells from it: @Compendium[dnd5e.spells.Mzh95utKDPIrjiH8]{Detect Evil and Good}, @Compendium[dnd5e.spells.ghXTfe7sgCbgf1Q8]{Detect Magic}, @Compendium[dnd5e.spells.2skfDtglk1mGrb3l]{Detect Poison and Disease}, or @Compendium[dnd5e.spells.DQzlB5Y3k791W5bH]{See Invisibility}.

\n

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

\n

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground.. This property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":25000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Rod must be planted in the ground."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":120,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_03.jpg","_id":"Do3qeSHtBjUsmfvz"} +{"name":"Wand of Fireballs","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball} spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 210","quantity":1,"weight":1,"price":32000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":"1d6"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"DoSvjhRARhRqWZXg"} +{"name":"Bag of Tricks (Rust)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from rust-colored cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[dnd5e.monsters.pozQUPTnLZW8epox]{Rat}
2@Compendium[dnd5e.monsters.d0prpsGSAorDadec]{Owl}
3@Compendium[dnd5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff}
4@Compendium[dnd5e.monsters.y8sRU8Ks2lcrGsaf]{Goat}
5@Compendium[dnd5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat}
6@Compendium[dnd5e.monsters.55z2VqYdUb8BWgyc]{Giant Boar}
7@Compendium[dnd5e.monsters.hjhERRzafCiFFVLA]{Lion}
8@Compendium[dnd5e.monsters.omcDpBoB69esCXeM]{Brown Bear}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/sack.jpg","_id":"DxIdfGoJEYQj8o3D"} +{"_id":"E0Px9YrsAotTIibl","name":"Musical Instrument","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A musical instrument to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

\n

Please note this is a generic placeholder. For the musical instruments given in the PHB table, please see immediately below this entry in the compendium. However, feel free to use any of them as a guide for an original entry by editing them or even starting from scratch, given DM permission.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"name":"Costume Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A complete costume usually used by performers and artists in all manner of entertainment halls or for those that simply refuse to get out of character.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg","_id":"E2h6sEe6FU2tnU96"} +{"name":"Luck Blade Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_10.jpg","_id":"E7c4zpWdYgkKDHGo"} +{"name":"Iron Bands of Binding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

\n

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

\n

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

\n

Once the bands are used, they can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. Target creature must be Huge or smaller."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["d20 + @attributes.prof + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/carving-knot.jpg","_id":"E9G4jALlSA96fKAN"} +{"name":"Wand of Fear","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

\n

Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the @Compendium[dnd5e.spells.arzCrMRgcNiQuh43]{Command} spell (save DC 15).

\n

Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"DMG pg. 210","quantity":1,"weight":1,"price":10000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-skull.jpg","_id":"EJFql4aNWHHJSxT9"} +{"name":"Helm of Telepathy","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this helm, you can use an action to cast the @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts} spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply using a bonus action to do so while your focus on it continues.
While focusing on a creature with Detect Thoughts, you can use an action to cast the @Compendium[dnd5e.spells.zMAWdyc8UVb37BK4]{Suggestion} spell (save DC 13) from the helm on that creature. Once used, the Suggestion property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":12000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_15.jpg","_id":"EJVaAvNfCq6gn6VG"} +{"name":"Belt of Hill Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-plain.jpg","_id":"ER75WHewYN04Zp11"} +{"_id":"ET8Oo5vaTZqyb7rN","name":"Breastplate +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":650000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"name":"Halberd +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.png","_id":"EU78dSbnr91QWZ7g"} +{"name":"Dart +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0.25,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.png","_id":"EWdfUQriSabqDESm"} +{"name":"Trident +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_13.jpg","_id":"EkTpM4Wbsrdqflzl"} +{"name":"Ring of Animal Influence","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

\n
    \n
  • @Compendium[dnd5e.spells.hDOENzjuj5WpLq7B]{Animal Friendship} (save DC 13)
  • \n
  • @Compendium[dnd5e.spells.XXUDGFELgoskdOD0]{Fear} (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
  • \n
  • @Compendium[dnd5e.spells.aL1F8fvYLtNzUbKu]{Speak with Animals}
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 189","quantity":1,"weight":0,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg","_id":"ElLfmohtIFMagr5f"} +{"name":"Maul +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg","_id":"EveBprZPBjfZqXLt"} +{"name":"Musical Instrument: Lyre","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lyre to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lute.jpg","_id":"EwG1EtmbgR3bM68U"} +{"_id":"F0Df164Xv1gWcYt0","name":"Warhammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy metal hammer capable of being wielded with a single hand with a shield or in two hands to deliver crushing concussive blows.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/warhammer.png"} +{"name":"Giant Slayer Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg","_id":"F3rQcaZvElNEiudk"} +{"_id":"F65ANO66ckP8FDMa","name":"Trident","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A multi-pronged spear designed to impale a target in multiple locations, pinning them in place. Often used in combination with a net to entrap and harass foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_13.jpg"} +{"_id":"F6GwSqjErX1u35Re","name":"Bell","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bell for you to ring.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bell_brass.jpg"} +{"name":"Staff of Thunder and Lightning","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

\n

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

\n

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

\n

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

\n

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":10000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"F6v3Q7dz1SlpLTMf"} +{"name":"Bag of Beans","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.

\n

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

\n

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
015d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds.
11-20A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-501d6 + 6 shriekers sprout.
51-601d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70A hungry bulette burrows up and attacks.
71-80A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99A pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice.
00A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":3.5,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":12,"max":12,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d4","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pouch-neck.jpg","_id":"F8QpasPjLrw2POzE"} +{"name":"Holy Avenger Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":6,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod + 3","slashing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg","_id":"FCxG64QUxsnF4Lis"} +{"name":"Wooden Staff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gnarled or naturely smooth staff of wood drawn out from a living tree, those who heed nature's call can use this to harness the incredible power of nature.

\n

Spellcasting Focus. A druidic focus is a special item designed to channel the power of spells from the druid's spell list. A druid can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/staff-vine.jpg","_id":"FF1ktpb2YSiyv896"} +{"name":"Vicious Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg","_id":"FHUDEygUW7EWCDgA"} +{"name":"Oil of Slipperiness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. 

\n

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium).  Applying the oil takes 10 minutes.  The affected creature then gains the effect of a @Compendium[dnd5e.spells.da0a1t2FqaTjRZGT]{Freedom of Movement} spell for 8 hours.

\n

Alternatively, the oil can be poured on the ground as an action, where it covers a 10‑foot square, duplicating the effect of the @Compendium[dnd5e.spells.etgcR9wqmrhyZ0tx]{Grease} spell in that area for 8 hours.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":480,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-3.jpg","_id":"FIDyR0kZnxGy7bj8"} +{"_id":"FLoBS3UnFnZTSsSx","name":"Chain Shirt +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6050,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"_id":"FZixEM5voQkH84xP","name":"Studded Leather Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":6045,"attuned":false,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":14,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.png"} +{"name":"Antitoxin","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.1,"price":50,"attuned":null,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":100000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/potions/grand-violet.jpg","_id":"Fc6UfFNOnW80XMzi"} +{"name":"Staff of Charming","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

\n

While holding this staff, you can use an action to expend 1 of its 10 charges to cast  Charm Person Command, or Comprehend Languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

\n

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

\n

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":12000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"1d8 +2","save":{"ability":"wis","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg","_id":"FeouSUPUlUhfgeRp"} +{"name":"Feather Token Whip","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.

\n

As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"A bonus action is used to control the whip."},"duration":{"value":1,"units":"hour"},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"mwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + 5","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-purple-stripe.jpg","_id":"Fgkj11diTJJ7H3JC"} +{"name":"Javelin +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.png","_id":"FhtjbeBeP4q5vTyc"} +{"name":"Vicious Heavy Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":18,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-heavy.jpg","_id":"Fk78kNmp3OLX5EMC"} +{"name":"Wings of Flying","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

","chat":"","unidentified":""},"source":"DMG pg. 214","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"FkDyLSpiynKTQZdi"} +{"name":"Vicious Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-great.jpg","_id":"FpLaviCom3XR1ckP"} +{"_id":"FvNOwWbh5FXyX4xe","name":"Alchemist's Fire","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"improvised weapon","critical":null,"damage":{"parts":[["1d4+@mod","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":200001,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg"} +{"name":"Musical Instrument: Shawm","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A shawm to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lute.jpg","_id":"G3cqbejJpfB91VhP"} +{"name":"Musical Instrument: Pan Flute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A set of panpipes to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":12,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flute.jpg","_id":"G5m5gYIx9VAUWC3J"} +{"_id":"G7LqGzKR5ts0WlJ9","name":"Hourglass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is a device used to measure the psaage of time. It comprises two glass bulbs connected vertically by a narrow neck that allows a regulated trickle of sand from the upper bulb to the lower one.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/stopwatch.jpg"} +{"_id":"G9XQPNLlDXkpVxn1","name":"Padded Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":6005,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.png"} +{"_id":"GJv6WkD7D2J6rP6M","name":"Shortbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This two handed bow is somewhat smaller than the traditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":2600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-short.jpg"} +{"name":"Mithral Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":60,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":5000001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/splint.png","_id":"GKQSxYvS3m9qKVac"} +{"name":"Figurine of Wondrous Power Marble Elephant","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Marble Elephant. This marble statuette is about 4 inches high and long. It can become an @Compendium[dnd5e.monsters.jLPhaBnMtAbB5dp1]{Elephant} for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":15,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-tusk.jpg","_id":"GP2bvHlxVi30OEmo"} +{"name":"Wand of Paralysis","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"GcpXNc4dKUNw0Tk6"} +{"_id":"Gflnp29aEv5Lc1ZM","name":"Cook's Utensils","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in cookery.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/meat.jpg"} +{"_id":"GtKV1b5uqFQqpEni","name":"Padded Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Padded armor consists of quilted layers of cloth and batting. Padded armor offers a comparable level of protection as stiffened leather but is somewhat less encumbering to the wearer.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":8,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.png"} +{"name":"Longsword +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-long.jpg","_id":"H6SIiRIig7OMM2Z0"} +{"_id":"H8YCd689ezlD26aT","name":"Backpack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"_id":"HF32aZSVw4P0MR4K","name":"Chain Shirt Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6050,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4600001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"_id":"HL96uZp7rwYXi7fq","name":"Double-Bladed Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

An exotic weapon crafted as two large sweeping blades mounted on either end of a two-handed central hilt.

","chat":"","unidentified":""},"source":"UAWGE pg. 74","quantity":1,"weight":6,"price":"100","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"two":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg"} +{"name":"Elemental Gem of Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This emerald contains a mote of elemental energy. When you use an action to break the gem, a @Compendium[dnd5e.monsters.namJz755U1EhvEJa]{Water Elemental} is summoned as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-green.jpg","_id":"HLEhnzLbpRbYdAHo"} +{"name":"Boots of Levitation","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you can use an action to cast the @Compendium[dnd5e.spells.MRxldJd6C4bsBo3O]{Levitate} spell on yourself at will.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/equipment/boots-leather.jpg","_id":"HLhFCDGfI8EK7uV9"} +{"name":"Blowgun +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.png","_id":"HQJ8tiyyrJJSUSyF"} +{"name":"Mithral Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":65,"price":2300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4800001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/plate.png","_id":"HVpXIU0zZw0a4Fb7"} +{"name":"Potion of Diminution","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it.  Shaking the bottle fails to interrupt this process.

\n

When you drink this potion, you gain the “reduce” effect of the @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce} spell for 1d4 hours (no concentration required). 

\n

 

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":270,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-9.jpg","_id":"HY8duCwmvlXOruTG"} +{"_id":"HZp69hhyNZUUCipF","name":"Glass Bottle","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A bottle holds 1½ pints of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg"} +{"_id":"HZsvDPmvysQKGzGy","name":"Steel Mirror","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A mirror made of steel.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.5,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-coin.jpg"} +{"name":"Club +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg","_id":"HdC66U61pDOknaux"} +{"name":"Spear +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/spear.jpg","_id":"HeDP6dL9daVT3uj2"} +{"name":"Ring of Water Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Water.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[dnd5e.monsters.namJz755U1EhvEJa]{Water Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

\n

Ring of Water Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[dnd5e.spells.eEpy1ONlXumKS1mp]{Dominate Monster} on a Water Elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.

\n

If you help slay a Water Elemental while attuned to the ring, you gain access to the following additional properties:

\n
    \n
  • You can breathe underwater and have a swimming speed equal to your walking speed.
  • \n
  • You can cast the following spells from the ring, expending the necessary number of charges: @Compendium[dnd5e.spells.a3XtAO5n2GrqiAh5]{Create or Destroy Water} (1 charge), @Compendium[dnd5e.spells.7fFHlBk3UNX8gPKL]{Control Water} (3 charges), @Compendium[dnd5e.spells.WN2LWEljYU6QqnRH]{Ice Storm} (2 charges), or @Compendium[dnd5e.spells.fzZnVKLmBMo2f5up]{Wall of Ice} (3 charges).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":25000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orb.jpg","_id":"HnIERWmmra74hSCw"} +{"name":"Vicious Warhammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy metal hammer capable of being wielded with a single hand with a shield or in two hands to deliver crushing concussive blows.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/warhammer.png","_id":"HnJqfKkYXIWo2sp9"} +{"name":"Vorpal Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_16.jpg","_id":"HokQ1loVJTFxt27u"} +{"name":"Splint Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":60,"price":1700,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":850000,"flags":{},"img":"systems/dnd5e/icons/items/armor/splint.png","_id":"HpEEfZg9PRkXnMi4"} +{"_id":"I0WocDSuNpGJayPb","name":"Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/battleaxe.png"} +{"name":"Giant Slayer Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-ice.jpg","_id":"I5PWgE4IF40Iv9h4"} +{"name":"Vorpal Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_16.jpg","_id":"I7cOsXsklWkzouHA"} +{"_id":"IBhDAr7WkhWPYLVn","name":"Disguise Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cowl.jpg"} +{"name":"Elemental Gem of Earth","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This yellow diamond contains a mote of elemental energy. When you use an action to break the gem, an @Compendium[dnd5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental} is summoned as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-yellow.jpg","_id":"IGwDN9gtYxCrlrCr"} +{"name":"Longsword +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-long.jpg","_id":"IPkf0XNowClwXnjQ"} +{"name":"Arrow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Ammunition used for bows of all varieties.  It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_07.jpg","_id":"IY5PveXrF7VoFlWg"} +{"_id":"IeM5Ha2cg0RA99q3","name":"Hide Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":24010,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/armor/hide.png"} +{"name":"Defender Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_31.jpg","_id":"Ilyv71AeobM6AvIn"} +{"name":"Ring of Thunder Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a spinel stone that gleams when it catches the light.

\n

You have resistance to thunder damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-ruby.jpg","_id":"IpBBqr0r7JanyVn0"} +{"name":"Ring of Radiant Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a topaz stone that shimmers when it catches the light.

\n

You have resistance to radiant damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-red.jpg","_id":"IrC5LPbWNxlAQoK7"} +{"name":"Crystal Ball","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The typical Crystal Ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying} spell (save DC 17) with it.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":50000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/pearl.jpg","_id":"ItoGjtOtDOQ2noNM"} +{"name":"Wand of the War Mage +3","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

While holding this wand, you gain a bonus to spell attack rolls of +3. In addition, you ignore half cover when making a spell attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":19200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"IuVaBrq17AqxpXc4"} +{"name":"Rope of Entanglement","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/green_17.jpg","_id":"J8gQdJJi5e8LmD7H"} +{"_id":"JDTO996oInbiZGHW","name":"Breastplate +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":24400,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":17,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":650000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"_id":"JFiSlgcm3uSSBM5t","name":"Potion of Supreme Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 10d4+20 hit points when you drink this potion.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1350,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4 + 20","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":400001,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-red.jpg"} +{"name":"Splint Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":60,"price":6200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4100000,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/splint.png","_id":"JNkjtTxYmEC7W34O"} +{"name":"Robe of Scintillating Colors","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d3","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_26.jpg","_id":"JRJpKZyamkpa7awv"} +{"name":"Potion of Fire Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Fire type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-red.jpg","_id":"Jj4iFQQGvckx8Wsj"} +{"name":"Greatsword of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":6,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_01.jpg","_id":"JpwuGtFkfrGibQpP"} +{"name":"Cloak of Elvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Hood must be up."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"Jvf1NWFxcjfHnMQ5"} +{"_id":"JvoufrTkSDMsS9Sm","name":"Chain (10 feet)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":10,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":20,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":2200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/whip.png"} +{"name":"Ring of Feather Falling","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-silver.jpg","_id":"JyYwliYiWEw2g0yJ"} +{"name":"Vicious Hand Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1500001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"K7h4LT03SNt2807z"} +{"_id":"KA2P6I48iOWlnboO","name":"Wand","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A single-handed delicate implement of wood, bone, crystal, or other exotic materials which is commonly used as a focus to assist with arcane spellcasting.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg"} +{"name":"Rapier of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_01.jpg","_id":"KJYqNZgdkRwPmPMl"} +{"name":"Boots of Elvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/bootsfancy.png","_id":"KKWBLKQIWHtcpymp"} +{"name":"Ring Mail +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":24030,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":750000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"KhRhwADrTpol3yTx"} +{"_id":"KndVe2insuctjIaj","name":"Smith's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in smithing.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":20,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"str","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/hammer.jpg"} +{"name":"Warhammer +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","bludgeoning"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/warhammer.png","_id":"KvIlZssYEtQ4bvSE"} +{"name":"Scimitar of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_01.jpg","_id":"L4PxYPtYca283sju"} +{"_id":"L887NdWEP5NqHCrQ","name":"Potion of Greater Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 4d4+4 hit points when you drink this potion.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":150,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4 + 4","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-red.jpg"} +{"name":"Ring of Fire Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Fire.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[dnd5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

\n

Ring of Fire Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[dnd5e.spells.eEpy1ONlXumKS1mp]{Dominate Monster} on a Fire Elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.

\n

If you help slay a Fire Elemental while attuned to the ring, you gain access to the following additional properties:

\n
    \n
  • You are immune to fire damage.
  • \n
  • You can cast the following spells from the ring, expending the necessary number of charges: @Compendium[dnd5e.spells.5SuJewoa1CRWaj1F]{Burning Hands} (1 charge), @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball} (2 charges), or @Compendium[dnd5e.spells.X3DrXgxjwI2dvkD6]{Wall of Fire} (3 charges).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":17000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-red.jpg","_id":"L9KBLub5vfb3mTDz"} +{"name":"Potion of Radiant Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Radiant type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg","_id":"LBQWNqX6hZOKhQ8a"} +{"_id":"LBajgahniRJbAgDr","name":"Spellbook","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-purple.jpg"} +{"name":"Ring of Water Walking","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-purple.jpg","_id":"LC5LsQOPwoHQW9Mi"} +{"name":"Adamantine Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":60,"price":700,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":5000001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/splint.png","_id":"LDuqUcosOK8Bf76S"} +{"name":"Javelin of Lightning","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

\n

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 178","quantity":1,"weight":2,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":"inst"},"target":{"value":120,"units":"ft","type":"line"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"],["4d6","lightning"]],"versatile":""},"formula":"4d6","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":950000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_21.jpg","_id":"LEC1wkaAUnWzDPDD"} +{"name":"Bag of Tricks (Tan)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[dnd5e.monsters.MZYCPIVoBs918qGZ]{Jackal}
2@Compendium[dnd5e.monsters.K5cKmPoFkpuOotis]{Ape}
3@Compendium[dnd5e.monsters.JW8bXggOMBx1S6tF]{Baboon}
4@Compendium[dnd5e.monsters.SXXvwaLBNuzBymp3]{Axe Beak}
5@Compendium[dnd5e.monsters.D5WjGwKskeUT8HXa]{Black Bear}
6@Compendium[dnd5e.monsters.8VXxqeBvN54rPh81]{Giant Weasel}
7@Compendium[dnd5e.monsters.oBXgFDnwGehbpmKN]{Giant Hyena}
8@Compendium[dnd5e.monsters.FayqbnjBMszO6Pat]{Tiger}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3600000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/pouch-sealed.jpg","_id":"LHaqMvrx3PfSzWMQ"} +{"name":"Handaxe +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg","_id":"LZcpcR21nte4Yoe2"} +{"_id":"LdAj2ES9EzfnWcA1","name":"Adamantine Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":45,"price":550,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":4000000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"_id":"LiOD83I4MIZlpoQQ","name":"Hunting Trap","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":25,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","piercing"]],"versatile":"1"},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/skills/green_14.jpg"} +{"name":"Cloak of Displacement","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn.

\n

This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":3,"price":60000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"LpD064ilKEeFzVI8"} +{"name":"Dagger +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"Lr8aRsnia8hftPAb"} +{"name":"Gaming Set of Three-Dragon Ante","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item is a complete set of Three-Dragon Ante playing cards,  unmarked or marked.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bills.jpg","_id":"LuEZnUnuy1mwDlD1"} +{"name":"Ring Mail +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6030,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":750000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"M28HYDCueaK7J8u8"} +{"name":"Shield of Missile Attraction","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you have resistance to damage from ranged weapon attacks.

\n

Curse. This shield is cursed. Attuning to it curses you until you are targeted by the @Compendium[dnd5e.spells.XZhdgVK3cLoxNCQl]{Remove Curse} spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":"Any ranged attack within 10 ft. of you causes you to be the target."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":2,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/armor/shield.png","_id":"M5APnDW8bKQb7fHI"} +{"name":"Figurine of Wondrous Power Obsidian Steed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Obsidian Steed. This polished obsidian horse can become a @Compendium[dnd5e.monsters.5SgVGhQBswgWRwsF]{Nightmare} for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.

\n

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":128000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/skills/red_03.jpg","_id":"M5qkJ7erLqWYUHa0"} +{"_id":"M8xM8BLK4tpUayEE","name":"Iron Pot","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

An iron pot holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cauldron.jpg"} +{"name":"Universal Solvent","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/liquid-purple.jpg","_id":"MAwoj2suj6cvb9Ti"} +{"name":"Boots of Speed","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

\n

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Click the heels together."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/boots-plain.jpg","_id":"MCMSZrhcD40oMJ9v"} +{"name":"Dragon Slayer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_06.jpg","_id":"MFd96UkSs5g9QO78"} +{"name":"Efficient Quiver","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds.

\n

The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

\n

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

","chat":"","unidentified":""},"source":"DMG pg. 189","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"capacity":{"type":"items","value":84,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/arrows.jpg","_id":"MLNzQUsVUi0PEV3i"} +{"name":"Staff of the Python","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a cleric, druid, or warlock)

\n

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a @Compendium[dnd5e.monsters.NpvwE1feOHyEqAbP]{Giant Constrictor Snake} under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

\n

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

\n

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-vine.jpg","_id":"MOeFq5MLAQzVQC7z"} +{"_id":"MSO3JxK8578xSh6x","name":"Chain Shirt +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":1550,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Figurine of Wondrous Power Golden Lions","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a @Compendium[dnd5e.monsters.hjhERRzafCiFFVLA]{Lion} for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":2,"max":2,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-paw.jpg","_id":"Minr6xegwoHFvAjG"} +{"_id":"Mj8fTo5VZKJJ7uMv","name":"Sling Bullet of Slaying","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A Bullet of Slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both Bullets of Dragon Slaying and Bullets of Blue Dragon Slaying. If a creature belonging to the type, race, or group associated with a Bullet of Slaying takes damage from the bullet, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 bludgeoning damage on a failed save, or half as much extra damage on a successful one.

\n

Once a Bullet of Slaying deals its extra damage to a creature, it becomes a nonmagical bullet.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.075,"price":600,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bullet.jpg"} +{"name":"Hand Crossbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1500001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"MnX9soPEMNsCtpv7"} +{"name":"Glaive +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.png","_id":"Mt2WB1W9nDWO4d16"} +{"name":"Blowgun +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.png","_id":"N8XNP3vjVZmM2r9S"} +{"name":"Animated Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 151","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Command Word"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":0,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":5300001,"flags":{"_sheetTab":"description","betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/badge-sword.jpg","_id":"NG8BlE2nwYJxCjWO"} +{"name":"Ioun Stone of Absorption","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Absorption. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.

\n

Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":2400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":20,"max":20,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-purple.jpg","_id":"NGVEouqK0I6J6jV5"} +{"name":"Ring Mail +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":1530,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":15,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":750000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"NM1dPyKwHw2DyUWA"} +{"name":"Belt of Cloud Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":18000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-gems.jpg","_id":"NRj0lC3SM03s1YB3"} +{"name":"Sling Bullet +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":25,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +@mod +1","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"value":"","amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4200000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/bullet.jpg","_id":"NYIib9KEYDUFe9GY"} +{"name":"Prayer Wheel","permission":{"default":0},"type":"loot","data":{"description":{"value":"

An aid for the faithful, this cylinder can be turned on a spindle made of metal, wood, bone, stone, leather, or coarse cotton as the user follows mantra or cantation carved or inlaid upon it. 

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4500000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/drum.jpg","_id":"Nd4r4hocpfu6fYDP"} +{"name":"Shield +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +1. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":3,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-shield.jpg","_id":"NgwrqNa6kkgoPW2Q"} +{"name":"Feather Token Tree","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-green-stripe.jpg","_id":"NjTgPn2o0M1TGk93"} +{"name":"Frost Brand Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":3,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"],["1d6","cold"]],"versatile":"1d10 + @mod + 1d6"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"NmZMx2u6bHpRyGUa"} +{"name":"Morningstar +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"NrHboku9vJO5FGiY"} +{"name":"Musical Instrument: Dulcimer","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A dulcimer to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":10,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lute.jpg","_id":"NtdDkjmpdIMiX7I2"} +{"name":"Spell Scroll 9th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 19
Attack bonus: +11.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":5120,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":11,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-secret.jpg","_id":"O4YbkJkLlnsgUszZ"} +{"_id":"OG4nBBydvmfWYXIk","name":"Spear","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/spear.jpg"} +{"name":"Wand of the War Mage +1","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

While holding this wand, you gain a bonus to spell attack rolls of +1. In addition, you ignore half cover when making a spell attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":1200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"OPbdSlrhkUDNpgcS"} +{"name":"Belt of Frost Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

\n

The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-cloth.jpg","_id":"ORKf6RRcalrdD6Qp"} +{"name":"Nine Lives Stealer Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_13.jpg","_id":"OUGMoQYeJzxEcRvm"} +{"name":"Brazier of Commanding Fire Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While a fire burns in this brazier, you can use an action to speak the brazier's command word and summon a @Compendium[dnd5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental}, as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell. The brazier can't be used this way again until the next dawn.

\n

The brazier weighs 5 pounds.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":5,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/fire_01.jpg","_id":"OcjcplcUWH07Kn9k"} +{"_id":"OjkIqlW2UpgFcjZa","name":"Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":65,"price":1500,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.png"} +{"_id":"OojyyGfh91iViuMF","name":"Rod","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

An intricately carved or shaped rod of bone, stone, metal, or more exotic materials. Such rods are used by spellcasters to focus their attention and arcane energy.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/rod.jpg"} +{"name":"Greatclub +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatclub.png","_id":"Or3kVfJ0Fbr33ARS"} +{"name":"Dwarven Plate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this plate armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":65,"price":9000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":20,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/armor/plate.png","_id":"OwqRt1pVLhdMQa0d"} +{"name":"Maul +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg","_id":"P8f9o36qxagW2uRW"} +{"name":"Talisman of Ultimate Evil","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a creature of good alignment)

\n

This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

\n

If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.

\n

The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":61440,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","necrotic"]],"versatile":"8d6"},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/skills/blood_10.jpg","_id":"PAXfmZ2ErDlCVy0N"} +{"name":"Greataxe +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":7,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","_id":"PAa2EG5kzmqxcp46"} +{"name":"Totem","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A totem incorporating feathers, fur, bones, and teeth from an animal sacred to the user. Those who heed nature's call are able to harness this to call forth the incredible power of nature.

\n

Spellcasting Focus. A druidic focus is a special item designed to channel the power of spells from the druid's spell list. A druid can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/necklace-teeth.jpg","_id":"PGL6aaM0wE5h0VN5"} +{"name":"Morningstar +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"PKpftwMAn88gfLi7"} +{"name":"Gloves of Swimming and Climbing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/skills/emerald_05.jpg","_id":"PRhtLbRLb9LjHZG7"} +{"_id":"PUMfwyVUbtyxgYbD","name":"Leatherworker's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in leatherworking.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/gloves.jpg"} +{"_id":"PV0sn2Nlr8CNn4W9","name":"Magnifying Glass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":100,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/mechanical-part.jpg"} +{"_id":"PanSr5EbqlfpSvwK","name":"Two-Person Tent","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A simple and portable canvas shelter, a tent sleeps two.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":20,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cloth-green.jpg"} +{"name":"Ioun Stone of Agility","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Agility. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-red.jpg","_id":"Q4Iy6hqREsbk9yG7"} +{"name":"Manual of Quickness of Action","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-blue.jpg","_id":"Q4jmng3i9Lb2nL5F"} +{"name":"Ring of Psychic Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a jade stone that gleams when it catches the light.

\n

You have resistance to psychic damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-gold.jpg","_id":"Q7E6MgPzVkwBeZ6l"} +{"name":"Greatsword of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":6,"price":1700,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_03.jpg","_id":"QB4CFMTLR6JlD7Kq"} +{"_id":"QKTyxoO0YDnAsbYe","name":"Whip","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A tensile lash made of leather, cord, or chain which can lash out at nearby enemies, dealing lacerations and harrying them from a distance.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/whip.png"} +{"name":"Vicious Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg","_id":"QM3gdsL0eaAus7XT"} +{"_id":"QRCsxkCwWNwswL9o","name":"Greatclub","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":10,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatclub.png"} +{"_id":"QXmaarJ4X8P0C1HV","name":"Hempen Rope (50 ft.)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4000000,"flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"img":"systems/dnd5e/icons/items/inventory/rope.jpg"} +{"name":"Brass Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a Berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":8400,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4 +3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"QYJyQCnIQeLiMrmJ"} +{"name":"Handaxe +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

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(Requires attunement)

\n

You gain a +1 bonus to AC and saving throws while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":3500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-silver.jpg","_id":"QtmVEreNIWEVOoLR"} +{"name":"Boots of the Winterlands","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

\n
    \n
  • You have resistance to cold damage.
  • \n
  • You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":10000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/boots.png","_id":"RDPFmUR9exTEXFc8"} +{"_id":"REBWkTKe6lJaIkpn","name":"Soap","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Used to clean and wash.

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A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.

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Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

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Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

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A spike of 10 inches long made of iron. Can be improvised to block doors. Usually sold in bundles of 10.

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A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

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This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

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A shining steel tip to puncture the hardiest of foe's defences, driven in by the force of a galloping steed. Although best suited for mounted combat, the lance can be brought to lethal effect on foot in the right hands.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"RnuxdHUAIgxccVwj"} +{"name":"Rapier +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

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(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

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This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

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This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

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This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

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(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

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(Requires attunement)

\n

This ring has been inlaid with a sapphire stone that sparkles when it catches the light.

\n

You have resistance to force damage while wearing this ring.

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Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-heavy.jpg","_id":"Sj4zEvuGcSV6anKm"} +{"name":"Shortsword of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_01.jpg","_id":"SpbjbMMoJiva2zOa"} +{"name":"Bead of Force","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.

\n

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

\n

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.06,"price":960,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d4","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_33.jpg","_id":"SqTtbBCfiEsmZ36N"} +{"_id":"SsAmWV6YBqeOFihT","name":"Traveler's Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A set of clothes worn by travellers.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/tunic.jpg"} +{"_id":"SuQmsJfxyJl2hPcM","name":"Whetstone","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Whetstone is a sharpening stone. It is used to sharpen the edges of steel tools and implements through grinding and honing.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/whetstone.jpg"} +{"_id":"Sx5E6utixHdAbGNb","name":"Acid (vial)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"improvised weapon","critical":null,"damage":{"parts":[["2d6+@mod","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-green.jpg"} +{"_id":"SypSoinJkES0o5FB","name":"Glamoured Studded Leather","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":13,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.png"} +{"_id":"SztwZhbhZeCqyAes","name":"Alchemist's supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in alchemy.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/inventory/herbalism-kit.jpg"} +{"_id":"TIV3B1vbrVHIhQAm","name":"Studded Leather Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":13,"price":45,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.png"} +{"name":"Vicious Trident","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A multi-pronged spear designed to impale a target in multiple locations, pinning them in place. Often used in combination with a net to entrap and harass foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_13.jpg","_id":"TMqS62qjBCveT1Ss"} +{"name":"Stone of Controlling Earth Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

If the stone is touching the ground, you can use an action to speak the stone's command word and summon an @Compendium[dnd5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental}, as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell. The stone can't be used this way again until the next dawn.

\n

The stone weighs 5 pounds.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":5,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/runestone-carved.jpg","_id":"TWFS1BtruQeE10BY"} +{"name":"Alchemy Jug","permission":{"default":0},"type":"consumable","data":{"description":{"value":"
Wondrous item
\n
 
\n
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\n
 
\n
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. 
\n
 
\n
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. 
\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LiquidMax Amount
Acid8 ounces
Basic poison1/2 ounce
Beer4 gallons
Honey1 gallon
Mayonnaise2 gallons
Oil1 quart
Vinegar2 gallons
Water, fresh8 gallons
Water, salt12 gallons
Wine1 gallon
\n
","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":12,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/jug.jpg","_id":"TZggpdbOYqOCG7mY"} +{"name":"Potion of Frost Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 23 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-blue.jpg","_id":"TevMHicE3A70AlmP"} +{"name":"Carpet of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

\n

Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100SizeCapacityFlying Speed
01-203 ft. x 5 ft.200 lb.80 feet
21-554 ft. x 6 ft.400 lb.60 feet
56-805 ft. x 7 ft.600 lb.40 feet
81-1006 ft. x 9 ft.800 lb.30 feet
\n

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":10,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg","_id":"TjWk2mpNXjDdfIDM"} +{"_id":"Tobce1hexTnDk4sV","name":"Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"25","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"fin":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg"} +{"_id":"TqyvIglHDj5kfohR","name":"Piton","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A metal spike that is drive into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.25,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/stake.jpg"} +{"name":"Crystal Ball of Mind Reading","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The Crystal Ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying}spell (save DC 17) with it.

\n

You can use an action to cast the @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts} spell (save DC 17) while you are Scrying with the Crystal Ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if Scrying ends.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/element-air.jpg","_id":"TwYeck6buBZ602mg"} +{"name":"Eyes of the Eagle","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_11.jpg","_id":"U4PI6l96QJUk6TGb"} +{"name":"Robe of Eyes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

\n
    \n
  • The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
  • \n
  • You have darkvision out to a range of 120 feet.
  • \n
  • You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
  • \n
\n

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

\n

A @Compendium[dnd5e.spells.Bnn9Nzajixvow9xi]{Light} spell cast on the robe or a @Compendium[dnd5e.spells.BP3GCwa66IAw1yTG]{Daylight} spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":1,"price":30000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_09.jpg","_id":"U74TPNQLJZbHJyCk"} +{"name":"Battleaxe +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/battleaxe.png","_id":"UAXu4MNvAvaKz9JO"} +{"name":"Holy Avenger Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod + 3","slashing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg","_id":"ULL5nkyN3WzazI4l"} +{"name":"Staff of Striking","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

\n

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

\n

Foundry note: the Other Formula button has been configured to roll 1d6. Use to calculate any additional force damage and the staff's recharge rate at dawn (+4) as required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":21000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":"1d8 + @mod +3"},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.png","_id":"URun3vYrXKJJdAJe"} +{"_id":"UT8zCwmdXVQlBiyl","name":"Leather Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":6010,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.png"} +{"name":"Vicious Club","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg","_id":"UctSPehpKb4lJQGr"} +{"name":"Feather Token Swan Boat","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-white.jpg","_id":"UgnUJhu0tW1tLt7g"} +{"_id":"UkWdyJYQTfVX2cJW","name":"Bullseye Lantern","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":120,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lantern.jpg"} +{"name":"Adamantine Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":40,"price":530,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"UpHAWqwifZpiZzns"} +{"_id":"UrH3sMdnUDckIHJ6","name":"Flail","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A set of chain-linked spiked balls lashed to a stout wooden shaft. The flail deals devastating damage when whirled in a deadly arc.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg"} +{"_id":"Uv0ilmzbWvqmlCVH","name":"Waterskin","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"food","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/waterskin.jpg"} +{"name":"Manual of Golems","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 psychic damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20GolemTimeCost
1-5@Compendium[dnd5e.monsters.YOqhbf8WsX0jH9Fu]{Clay Golem}30 days65,000 gp
6-17@Compendium[dnd5e.monsters.Hm4o2FgPZsdbXjLq]{Flesh Golem}60 days50,000 gp
18@Compendium[dnd5e.monsters.h98AuPfomEPcCibP]{Iron Golem}120 days100,000 gp
19-20@Compendium[dnd5e.monsters.z3gSIXHHWYaHjfBT]{Stone Golem}90 days80,000 gp
\n

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.

\n

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":35000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"special","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-blue.jpg","_id":"UxkP6FvDzPbsIY6o"} +{"_id":"V13fjV5oSmvbRdgP","name":"Mess Kit","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}}},"img":"systems/dnd5e/icons/items/inventory/fork.jpg"} +{"_id":"V5UAjT3ed6sDNtgm","name":"Crowbar","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/pick.jpg"} +{"name":"Scimitar +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg","_id":"VGtyTdVLoWls8FL5"} +{"name":"Scimitar +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg","_id":"VHYy3ZsJNPUo1SIx"} +{"name":"Wand of Secrets","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d3","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-vine.jpg","_id":"VQ6NWjWV37wiB29O"} +{"name":"Vicious Light Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":5,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"VQAUcjn1qdwW3MeU"} +{"_id":"VRT5GEusTFstOZdF","name":"Hide Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":6010,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":12,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/armor/hide.png"} +{"name":"Plate Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":7500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":20,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.png","_id":"VTc5McIjCm40KPIz"} +{"name":"Vicious Morningstar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"Vm6SuX6TkDvSIVGr"} +{"name":"Restorative Ointment","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

\n

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

\n

Foundry note: the 5 charges reflect the maximum number of doses possible. Similarly, the guide price of 600 gp is calculated at 120 gp per dose. Adjust both as required.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":0.5,"price":600,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"The ointment needs to be swallowed or applied to the skin."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":5,"max":5,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 +2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/liquid-orange.jpg","_id":"VmcgAIsRCyrjBguC"} +{"name":"Cloak of Arachnida","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

\n
    \n
  • You have resistance to poison damage.
  • \n
  • You have a climbing speed equal to your walking speed.
  • \n
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • \n
  • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
  • \n
  • You can use an action to cast the @Compendium[dnd5e.spells.UJJu9c2UvCzVljiP]{Web} spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"save","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"VwJjuNbBf2KHMPrY"} +{"_id":"W1kDsFekjroIywuz","name":"Studded Leather Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":6045,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.png"} +{"_id":"WCafDVKITxwnlf2x","name":"Spyglass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Objects viewed through a spyglass are magnified to twice their size.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/skills/emerald_11.jpg"} +{"_id":"WFQS2vT8ddrFjTJg","name":"Parchment","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/parchment.jpg"} +{"name":"Staff of Healing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, or druid)

\n

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: @Compendium[dnd5e.spells.uUWb1wZgtMou0TVP]{Cure Wounds} (1 charge per spell level, up to 4th), @Compendium[dnd5e.spells.F0GsG0SJzsIOacwV]{Lesser Restoration} (2 charges), or @Compendium[dnd5e.spells.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds} (5 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 202","quantity":1,"weight":4,"price":13000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg","_id":"WLVQJVpCWiPkCAtZ"} +{"name":"Spear +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/spear.jpg","_id":"WNdN2mBF3O7ZNcMp"} +{"name":"Ring of Acid Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a pearl that shimmers when it catches the light.

\n

You have resistance to acid damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"WO8DLfz3G2QZ5njs"} +{"_id":"WPWszFTGzmdIuDRJ","name":"Flask of Holy Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Cleric or Paladin may create holy water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Target must be a fiend or undead."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":1300001,"flags":{},"img":"systems/dnd5e/icons/items/potions/minor-empty.jpg"} +{"name":"Flame Tongue Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":6,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":7100001,"flags":{},"img":"systems/dnd5e/icons/skills/fire_13.jpg","_id":"WWb4vAmh18sMAxfY"} +{"name":"Shield +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +3. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":24000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":5,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-skull.jpg","_id":"WfqBg3yBNoJQtVEB"} +{"name":"Deck of Illusions","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

\n

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

\n

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Playing CardIllusion
Ace of hearts@Compendium[dnd5e.monsters.ZyIBOoZZD0nDaO2s]{Adult Red Dragon}
King of hearts@Compendium[dnd5e.monsters.D5UqYD1EnTrJaMTO]{Knight} and four @Compendium[dnd5e.monsters.E9CvDPDg5dFEpVjS]{Guard}s
Queen of heartsSuccubus or Incubus
Jack of hearts@Compendium[dnd5e.monsters.K15Yl8JmB5iPircc]{Druid}
Ten of hearts@Compendium[dnd5e.monsters.Aw2wmqGIatxe2ImI]{Cloud Giant}
Nine of hearts@Compendium[dnd5e.monsters.KLCkHep28HBfdsky]{Ettin}
Eight of hearts@Compendium[dnd5e.monsters.QtJairF0h18BRhEM]{Bugbear}
Two of hearts@Compendium[dnd5e.monsters.TjWQOgI3A4UAl7lC]{Goblin}
Ace of diamondsBeholder
King of diamonds@Compendium[dnd5e.monsters.B7lBOr1AahNZs4a6]{Archmage} and Mage Apprentice
Queen of diamonds@Compendium[dnd5e.monsters.xvh2UOKv1bh03Gih]{Night Hag}
Jack of Diamonds@Compendium[dnd5e.monsters.EMvcuOpu7ABCmBWi]{Assassin}
Ten of diamonds@Compendium[dnd5e.monsters.45Z5kogZEhawX1Ey]{Fire Giant}
Nine of diamondsOgre Mage
Eight of diamonds@Compendium[dnd5e.monsters.R2GPY9BhRmmwZwkh]{Gnoll}
Two of diamonds@Compendium[dnd5e.monsters.5ngbctIMeEnuC1p1]{Kobold}
Ace of spades@Compendium[dnd5e.monsters.bfh29vIEoGzI240e]{Lich}
King of spades@Compendium[dnd5e.monsters.PVD5wRdyO7iCJPs1]{Priest} and two @Compendium[dnd5e.monsters.CHEUjiYrVM9X0vIT]{Acolyte}s
Jack of spades@Compendium[dnd5e.monsters.J8xjoG4Dxb8WkHtV]{Veteran}
Ten of spades@Compendium[dnd5e.monsters.Buxe6dDK5Mw7kxe6]{Frost Giant}
Nine of spades@Compendium[dnd5e.monsters.ZHAFrnCwCz17dmLc]{Troll}
Eight of spades@Compendium[dnd5e.monsters.pYXovIksKvzswLCu]{Hobgoblin}
Two of spades@Compendium[dnd5e.monsters.TjWQOgI3A4UAl7lC]{Goblin}
Ace of clubs@Compendium[dnd5e.monsters.h98AuPfomEPcCibP]{Iron Golem}
King of clubs@Compendium[dnd5e.monsters.rb7OJt822wIO52qY]{Bandit Captain} and three @Compendium[dnd5e.monsters.n4TEv7inVUkyZviN]{Bandit}s
Queen of clubs@Compendium[dnd5e.monsters.3o2rQBqpzjIHmrBW]{Erinyes}
Jack of clubs@Compendium[dnd5e.monsters.kz1t6xeXVwODpYb2]{Berserker}
Ten of clubs@Compendium[dnd5e.monsters.9g4N9sjyh8Ql46to]{Hill Giant}
Nine of clubs@Compendium[dnd5e.monsters.eIGowKTkEBC9gUzx]{Ogre}
Eight of clubs@Compendium[dnd5e.monsters.LBf4Yyuv0i8pALW7]{Orc}
Two of clubs@Compendium[dnd5e.monsters.5ngbctIMeEnuC1p1]{Kobold}
Joker (2)You (the deck's owner)
\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":0.1,"price":6120,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":36,"max":36,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":15,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/bills.jpg","_id":"Wk7EOYoY3b2tgGoS"} +{"name":"Whip +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/whip.png","_id":"WlPzuxaVnYzxzDEC"} +{"name":"Tome of Understanding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-grey.jpg","_id":"WnKWD1FuAFUE7f4v"} +{"name":"Ring Mail Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6030,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":750000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"Wo2Dkh191C4VmLmg"} +{"_id":"Wv7HzD6dv1P0q78N","name":"Basket","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A basket holds 2 cubic feet or 40 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":0.4,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":40,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":600001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cage.jpg"} +{"_id":"WwdpHLXGX5r8uZu5","name":"Leather Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.png"} +{"_id":"X5knPtrQAT8GePJ4","name":"Miner's Pick","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is a hand tool with a hard head atached perpendiocular to the handle.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":10,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pickaxe.jpg"} +{"name":"Luck Blade Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_10.jpg","_id":"X6PHssSGnwiJRgcx"} +{"name":"Figurine of Wondrous Power Serpentine Owl","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Serpentine Owl. This serpentine statuette of an owl can become a @Compendium[dnd5e.monsters.TWe8OKEc59XXINGh]{Giant Owl} for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-green.jpg","_id":"XEH5YErAN1WSytln"} +{"_id":"XGAWqtmhK6SYBL6A","name":"Goggles of Night","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

","chat":"","unidentified":""},"source":"DMG pg 172","quantity":1,"weight":0.3,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_12.jpg"} +{"name":"Light Hammer +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/hammer-light.jpg","_id":"XIpJkxbySJxm6hoU"} +{"name":"Ring of Lightning Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a citrine stone that glints when it catches the light.

\n

You have resistance to lightning damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg","_id":"XJ8CG4UvLELCmOi2"} +{"_id":"XJFqU9COdk4ycFa2","name":"Hide Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":6010,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/armor/hide.png"} +{"_id":"XKnDE8DTrJxIkVCF","name":"Padded Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":24005,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":14,"dex":null},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.png"} +{"_id":"XVK6TOL4sGItssAE","name":"Light Hammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This sturdy hammer is small enough to be nimbly wielded or used in combination with another weapon.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/hammer-light.jpg"} +{"name":"Crossbow Bolt +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.png","_id":"XXLznzi3rlanMhTM"} +{"name":"Ring of Air Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Air.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[dnd5e.monsters.banHjKDMCegbUwYE]{Air Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

\n

Ring of Air Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[dnd5e.spells.eEpy1ONlXumKS1mp]{Dominate Monster} on an Air Elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.

\n

If you help slay an Air Elemental while attuned to the ring, you gain access to the following additional properties:

\n
    \n
  • You have resistance to lightning damage.
  • \n
  • You have a flying speed equal to your walking speed and can hover.
  • \n
  • You can cast the following spells from the ring, expending the necessary number of charges: @Compendium[dnd5e.spells.QbTxN5dWIbYZ4jLU]{Chain Lightning} (3 charges), @Compendium[dnd5e.spells.FSMy6VAjDnXY9vWz]{Gust of Wind} (2 charges), or @Compendium[dnd5e.spells.ew6GA8dJy2spQmFW]{Wind Wall} (1 charge).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":35000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-silver.jpg","_id":"XZWHQ20ynJBK6xmU"} +{"name":"Oil of Etherealness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 

\n

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium).  Applying the oil takes 10 minutes.  The affected creature then gains the effect of the @Compendium[dnd5e.spells.PQuEgKyCdovOvhqN]{Etherealness} spell for 1 hour.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":0.1,"price":1920,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Medium or smaller creature. Takes 10 minutes to apply."},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1400000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-1.jpg","_id":"Xbq8CyXSRV358SfP"} +{"name":"Spell Scroll 2nd Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":120,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-druid.jpg","_id":"XdDp6CKh9qEvPTuS"} +{"_id":"XmnlF5fgIO3tg6TG","name":"Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":45,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Light Hammer +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/hammer-light.jpg","_id":"Y08Al2dMN8he1hFK"} +{"_id":"Y9S75go1hLMXUD48","name":"Brewer's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in brewing.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":9,"price":20,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/herb.jpg"} +{"_id":"YFarUKR3OrM5raf5","name":"Half Plate Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6750,"attuned":false,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":17,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"name":"Bag of Devouring","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

\n

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.

\n

Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first).

\n

Any creature that starts its turn inside the bag is devoured, its body destroyed.

\n

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

\n

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

","chat":"","unidentified":""},"source":"DMG pg. 153","quantity":1,"weight":15,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"capacity":{"type":"weight","value":999999999,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pouch-belt.jpg","_id":"YG9QW0flem4SLL6A"} +{"_id":"YHCmjsiXxZ9UdUhU","name":"Navigator’s Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"name":"Giant Slayer Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":4,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/axe-crescent.jpg","_id":"YM6bZNmpync83VFa"} +{"name":"Mithral Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":55,"price":875,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"YS9CRHg2yQlOVi3j"} +{"name":"Ioun Stone of Intellect","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Intellect. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/ore-red.jpg","_id":"YeLz5OxRNxmvHJId"} +{"name":"Rapier +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"YevPP0DZXgAcLmzv"} +{"_id":"YfBwELTgPFHmQdHh","name":"Jeweler's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in jewelry.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-blue.jpg"} +{"name":"Winged Boots","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

\n

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

","chat":"","unidentified":""},"source":"DMG pg. 214","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":4,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/equipment/boots-plain.jpg","_id":"YjImJ3cVnArHH4ES"} +{"name":"Defender Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":2,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_31.jpg","_id":"YrkkHa6KN8a9o35k"} +{"name":"Armor of Vulnerability","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

\n

Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":5900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.png","_id":"YwS4pESpfsiq0JZv"} +{"name":"Gaming Set of Playing Cards","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of playing card types, both unmarked and marked.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bills.jpg","_id":"YwlHI3BVJapz4a3E"} +{"name":"Vicious Shortbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This two handed bow is somewhat smaller than the traditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-short.jpg","_id":"Z0eO3TTpYA2hjwdd"} +{"name":"Vicious Quarterstaff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","_id":"Z7xno2zMzRtqqUIQ"} +{"name":"Flame Tongue Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":2,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/fire_13.jpg","_id":"Z9FBwEoMi6daDGRj"} +{"name":"Scimitar of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1700,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_03.jpg","_id":"ZKyhkS8ud2NpV7ng"} +{"name":"Giant Slayer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":3,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-death.jpg","_id":"ZLpj1bpnWlAFUEHE"} +{"name":"Bracers of Archery","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/bracers-leather.jpg","_id":"ZYEqOSY9BLZs2GPx"} +{"name":"Longbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-long.jpg","_id":"ZcvU9rRb573NOywv"} +{"name":"Brooch of Shielding","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magic Missile} spell.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":7500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2400000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/jewelry/amulet-blue.jpg","_id":"ZdcEtbtU3VkuxIFE"} +{"name":"Ring of Earth Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Earth.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[dnd5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

\n

Ring of Earth Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[dnd5e.spells.eEpy1ONlXumKS1mp]{Dominate Monster} on an Earth Elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.

\n

If you help slay an Earth Elemental while attuned to the ring, you gain access to the following additional properties:

\n
    \n
  • You have resistance to acid damage.
  • \n
  • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
  • \n
  • You can cast the following spells from the ring, expending the necessary number of charges: @Compendium[dnd5e.spells.QvGcdRUSNRKEQJlK]{Stone Shape} (2 charges), @Compendium[dnd5e.spells.ReMbjfeOKoSj3O79]{Stoneskin} (3 charges), or @Compendium[dnd5e.spells.NmoRmM1mhuM3pqnY]{Wall of Stone} (3 charges).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":31000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"Zf7kBZa5f4WBepn1"} +{"name":"Slippers of Spider Climbing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0.5,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":"Surface cannot be slippery."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/webs.jpg","_id":"ZgXJE9pjvZLMCeHg"} +{"name":"Crossbow Bolt +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":25,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.png","_id":"ZjUOHSyND2VFXQeP"} +{"name":"Candle of Invocation","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the Detect Evil and Good spell. The GM chooses the god and associated alignment or determines the alignment randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Alignment
1-2Chaotic evil
3-4Chaotic neutral
5-7Chaotic good
8-9Neutral evil
10-11Neutral
12-13Neutral good
14-15Lawful evil
16-17Lawful neutral
18-20Lawful good
\n

The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

\n

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st- level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.

\n

Alternatively, when you light the candle for the first time, you can cast the @Compendium[dnd5e.spells.XbwGq5kDJNvAxNXV]{Gate}spell with it. Doing so destroys the candle.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":0,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":4,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":6900001,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/candle-stub.jpg","_id":"ZoUVmRA3HfAK2eZy"} +{"_id":"ZwFCZDgQljlidzns","name":"Leather Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":24010,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":14,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.png"} +{"name":"Headband of Intellect","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":0.01,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-silver.jpg","_id":"a26LjC4QxP1oorXC"} +{"name":"Ring of Swimming","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You have a swimming speed of 40 feet while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-gold.jpg","_id":"aA7MbjnpHYoYvmuW"} +{"_id":"aDEAwKwttl35dWaB","name":"Scale Mail +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":45,"price":1550,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Bag of Holding","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

\n

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again.

\n

Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

\n

Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 153","quantity":1,"weight":15,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"capacity":{"type":"weight","value":500,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pouch-belt.jpg","_id":"aDHRuUs29SrumWfq"} +{"_id":"aEiM49V8vWpWw7rU","name":"Net","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

These thickly woven fibers are reinforced for use in combat to entrap and entangle even the most dangerous foes, rendering them vulnerable for assault with other weaponry.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/net.jpg"} +{"name":"Potion of Climbing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

\n

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-8.jpg","_id":"aMnWi1WXWpxRHq4r"} +{"name":"Spell Scroll 8th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 18
Attack bonus: +10.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":5120,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-magic.jpg","_id":"aOrinPg7yuDZEuWr"} +{"name":"Arrow of Slaying","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.05,"price":600,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"aXsfZvDCdpuv3Yvb"} +{"name":"Musical Instrument: Horn","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A horn, of any variety, to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"aa9KuBy4dst7WIW9"} +{"name":"Chain Mail +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":55,"price":6075,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"akjpaK4TYkUZbGrN"} +{"name":"Light Crossbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":5,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"amRx3jOYlPeXEiAN"} +{"_id":"ap9prThUB2y9lDyj","name":"Weaver's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in weaving.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg"} +{"name":"Sickle +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sickle.jpg","_id":"asUgQFrF1xYeNhtW"} +{"name":"Plate Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":65,"price":7500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4800001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/plate.png","_id":"azxwKFHrNmG3HpVy"} +{"name":"Shortsword +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"b2l2ubCGSnmiTrm8"} +{"name":"Mace of Terror","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute.

\n

While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

\n

The mace regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":4,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"b46t42bMruQf9v3O"} +{"name":"Potion of Clairvoyance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

\n

When you drink this potion, you gain the effect of the @Compendium[dnd5e.spells.cg50KpBkBdPK6vPL]{Clairvoyance} spell.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":960,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-2.jpg","_id":"bAyr7j5Peq9wIJTa"} +{"name":"Potion of Fire Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 25 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg","_id":"bEZOY6uvHRweMM56"} +{"name":"Holy Avenger Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod + 3","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg","_id":"bHbbIhbTzu4lYMRz"} +{"name":"Wand of Lightning Bolts","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[dnd5e.spells.IyikgTEOTv701jgQ]{Lightning Bolt} spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":32000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":"1d6"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"bPFVfq81EsMNu6OQ"} +{"name":"Dagger +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"bWI5i4RbyGKT6Eiq"} +{"name":"Musical Instrument: Viol","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A viol to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lute.jpg","_id":"baoe3U5BfMMMxhCU"} +{"name":"Longsword +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","slashing"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-long.jpg","_id":"bcv7J9culilK68zp"} +{"name":"Staff of Swarming Insects","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

\n

This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

\n

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: @Compendium[dnd5e.spells.czXrVRx6XYRWsHAi]{Giant Insect} (4 charges) or @Compendium[dnd5e.spells.OVikYmSdHliAG2YD]{Insect Plague} (5 charges).

\n

Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"con","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-vine.jpg","_id":"bod1dKzbAkAm21Ho"} +{"name":"Belt of Fire Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-buckle.jpg","_id":"bq9YKwEHLQ7p7ric"} +{"name":"Potion of Gaseous Form","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s container seems to hold fog that moves and pours like water.

\n

When you drink this potion, you gain the effect of the @Compendium[dnd5e.spells.2IWiZAJtOGDoKjiz]{Gaseous Form} spell for 1 hour (no concentration required) or until you end the effect as a bonus action. 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-7.jpg","_id":"bqZ6NTLDCUB98YjV"} +{"name":"Potion of Psychic Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Psychic type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-violet.jpg","_id":"c0luemOP0iW8L23R"} +{"_id":"cG3m4YlHfbQlLEOx","name":"Forgery Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/note-letter.jpg"} +{"name":"Dust of Disappearance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use.

\n

When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect.

\n

If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":0,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/water_01.jpg","_id":"cGUPm15mLfhGDz2b"} +{"_id":"cI0UhWUux8gIzSHn","name":"Chain Shirt +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":24050,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"_id":"cKpJmsJmU8YaiuqG","name":"Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":60,"price":200,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":17,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":850000,"flags":{},"img":"systems/dnd5e/icons/items/armor/splint.png"} +{"name":"Battleaxe +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","slashing"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/battleaxe.png","_id":"cQ94oKUZN8FDAI8U"} +{"name":"Staff of the Woodlands","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

\n

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

\n

Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: @Compendium[dnd5e.spells.hDOENzjuj5WpLq7B]{Animal Friendship} (1 charge), @Compendium[dnd5e.spells.MCEpGpvovcXagwQS]{Awaken} (5 charges), @Compendium[dnd5e.spells.JPwIEfgUPVebr5AH]{Barkskin} (2 charges), @Compendium[dnd5e.spells.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants} (2 charges), speak with animals (1 charge), @Compendium[dnd5e.spells.2VXGS206tuChoeXy]{Speak with Plants} (3 charges), or @Compendium[dnd5e.spells.AQsBc94ES7W7s7iG]{Wall of Thorns} (6 charges).

\n

You can also use an action to cast the @Compendium[dnd5e.spells.pRMvmknwLf2tdMTj]{Pass without Trace} spell from the staff without using any charges.

\n

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by @Compendium[dnd5e.spells.ghXTfe7sgCbgf1Q8]{Detect Magic}. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":44000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","bludgeoning"]],"versatile":"1d8 +@mod +2"},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-vine.jpg","_id":"caEn3ixCUFBnHTx6"} +{"_id":"ccm5xlWhx74d6lsK","name":"Painter's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in painting.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"name":"Handaxe +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg","_id":"cmnBssaWWzWWm70C"} +{"name":"Potion of Speed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion’s yellow fluid is streaked with black and swirls on its own.

\n

When you drink this potion, you gain the effect of the @Compendium[dnd5e.spells.Szvk5FEVQW3uhJi5]{Haste} spell for 1 minute (no concentration required).

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-6.jpg","_id":"ctKfjHjk9gs9UtZI"} +{"name":"Defender Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":2,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_31.jpg","_id":"d58CvI0Fiav9Jjt1"} +{"name":"Rod of Lordly Might","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

\n

Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

\n

If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head.

\n

If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.

\n

If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.

\n

If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

\n

If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

\n

If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

\n

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.

\n

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.

\n

Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":28000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Button presses are a bonus action."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/red_05.jpg","_id":"d5HNCmLIPCpPoX2w"} +{"name":"Vicious Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/battleaxe.png","_id":"dG7iFak1YH1nXRpC"} +{"name":"Ring of Mind Shielding","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

\n

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

\n

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":16000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orb.jpg","_id":"dGnkwePemh7ovuDv"} +{"name":"Plate Armor of Etherealness","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. This particular armor has been inscribed with certain magical runes or other means to imbue power upon it.

\n

While you're wearing this armor, you can speak its command word as an action to gain the effect of the @Compendium[dnd5e.spells.PQuEgKyCdovOvhqN]{Etherealness} spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":65,"price":48000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.png","_id":"dJjdWdaZU30r1zx4"} +{"_id":"dOZkW5MwvsMhnd08","name":"Half Plate Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":2250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"_id":"dP7jMKyHTTgVb3ii","name":"Ink Bottle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg"} +{"name":"Hat of Disguise","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this hat, you can use an action to cast the @Compendium[dnd5e.spells.A3q2gTNqG6fvNGrv]{Disguise Self} spell from it at will. The spell ends if the hat is removed.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":0.1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_35.jpg","_id":"dQxqcjDm0IxYusCV"} +{"_id":"dRtb9Tg34NKX9mGF","name":"Leather Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":6010,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.png"} +{"_id":"dX8AxCh9o0A9CkT3","name":"Morningstar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":2100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg"} +{"_id":"dXtZxlh2VKLCo1nA","name":"Leather Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":1510,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.png"} +{"name":"Holy Avenger Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod + 3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg","_id":"dZ9zWfhsIlabadKL"} +{"_id":"ddWvQRLmnnIS0eLF","name":"Light Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1800001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg"} +{"name":"Morningstar +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"dghpiMWDSUXtQf6X"} +{"name":"Elemental Gem of Fire","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This red corundum contains a mote of elemental energy. When you use an action to break the gem, a @Compendium[dnd5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental} is summoned as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-red.jpg","_id":"dsjke4vPPsc9gsxH"} +{"name":"Flame Tongue Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":7100001,"flags":{},"img":"systems/dnd5e/icons/skills/fire_13.jpg","_id":"ducaFdrqwLZ0l3c7"} +{"name":"Berserker Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":4,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/weapons/battleaxe.png","_id":"dvNzJqb7vq6oJlA2"} +{"name":"Greatclub +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatclub.png","_id":"dwGxrGqkn2ppNaqs"} +{"name":"Vicious Spear","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/spear.jpg","_id":"e7JpVX2549vp9mgF"} +{"name":"Feather Token Fan","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-red-stripe.jpg","_id":"e98hfROZjztt7ccO"} +{"name":"Chain Mail +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":55,"price":24075,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":19,"dex":0},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"eHGbr3rqRRxdBPLq"} +{"name":"Musical Instrument: Flute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flute.jpg","_id":"eJOrPcAz9EcquyRQ"} +{"name":"Block of Incense","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Frequently used by the rich and religious alike to scent the air for purposes of pleasure or ritual.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":5000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/coral-white.jpg","_id":"eJY20LOs3pOkRDPl"} +{"_id":"eJtPBiZtr2pp6ynt","name":"Crossbow Bolt Case","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

This wooden case can hold up to twenty crossbow bolts.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1.5,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1000001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/arrows.jpg"} +{"name":"Vicious Glaive","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":20,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.png","_id":"eKip69fExSYN661B"} +{"name":"Staff of Power","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a sorcerer, warlock, or wizard)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

\n

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

\n

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

\n

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: @Compendium[dnd5e.spells.RpKjTlYASrfqUPVA]{Cone of Cold} (5 charges), @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball} (5th-level version, 5 charges), @Compendium[dnd5e.spells.WmQpxfjZwF3MGUby]{Globe of Invulnerability} (6 charges), @Compendium[dnd5e.spells.l9Ju5KE7bbn3WpTm]{Hold Monster} (5 charges), @Compendium[dnd5e.spells.MRxldJd6C4bsBo3O]{Levitate} (2 charges), @Compendium[dnd5e.spells.IyikgTEOTv701jgQ]{Lightning Bolt} (5th-level version, 5 charges), @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magic Missile} (1 charge), @Compendium[dnd5e.spells.ODhLKBxLnvvLOnw1]{Ray of Enfeeblement} (1 charge), or @Compendium[dnd5e.spells.o9ZCvuD2B1OTcubb]{Wall of Force} (5 charges).

\n

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

\n

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Distance from OriginDamage
10 ft. away or closer8 x the number of charges in the staff
11 to 20 ft. away6 x the number of charges in the staff
21 to 30 ft. away4 x the number of charges in the staff
\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 202","quantity":1,"weight":4,"price":95500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":20,"max":20,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"2d8 +4","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-skull.jpg","_id":"eM5gEe4SEOvA2Y9t"} +{"name":"Dust of Dryness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

\n

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.

\n

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":1200,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/yellow_28.jpg","_id":"eMR6B4bIoJPUDJG8"} +{"_id":"eO7Fbv5WBk5zvGOc","name":"Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg"} +{"name":"Immovable Rod","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":5,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_22.jpg","_id":"eQNXan0zp279jDtk"} +{"_id":"eQTKbhnpkrtXUfwN","name":"Ladder (10-foot)","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ladder 10-foot long, as sturdy or rickety as the hand that crafted or bodged it together.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":25,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/wood.jpg"} +{"name":"Potion of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

\n

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. 

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-10.jpg","_id":"eTNc8XPtvZNe3yQs"} +{"_id":"eVbPkYjpl29RE2uW","name":"Basic Poison","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":100,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"one slashing or piercing weapon, or up to three pieces of ammunition"},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":500001,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-7.jpg"} +{"_id":"eZGmdOhaTWMicXPW","name":"Component Pouch","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/satchel-leather.jpg"} +{"_id":"ea4xclqsksEQB1QF","name":"Abacus","permission":{"default":0},"type":"loot","data":{"description":{"value":"

The abacus, also called a counting frame, is a calculating tool.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":2,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"sort":600000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/inventory/trinket-loop.jpg"} +{"name":"Frost Brand Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":2,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"efluRemOguW2YeZY"} +{"name":"Shortbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-short.jpg","_id":"egJhGFU3v5OfjPNS"} +{"name":"Demon Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this plate armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

\n

Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the @Compendium[dnd5e.spells.XZhdgVK3cLoxNCQl]{Remove Curse} spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":65,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":19,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/red_01.jpg","_id":"ejEt6hLQxOux04lS"} +{"name":"Ring of Shooting Stars","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement outdoors at night)

\n

While wearing this ring in dim light or darkness, you can cast @Compendium[dnd5e.spells.CAxSzHWizrafT033]{Dancing Lights} and @Compendium[dnd5e.spells.Bnn9Nzajixvow9xi]{Light} from the ring at will. Casting either spell from the ring requires an action.

\n

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

\n

Faerie Fire. You can expend 1 charge as an action to cast @Compendium[dnd5e.spells.nqBDWkVOfcGZt4YU]{Faerie Fire} from the ring.

\n

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

\n

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

\n

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SpheresLightning Damage
42d4
32d6
25d4
14d12
\n

Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":14000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":6,"max":6,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg","_id":"etA2SBgWwduCLgLT"} +{"name":"Armor of Invulnerability","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":18000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":6900001,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.png","_id":"evSCq83oPhR0ZK4y"} +{"name":"Ring of Three Wishes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. The ring becomes nonmagical when you use the last charge.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":50000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orb.jpg","_id":"ewXgnWiYQhS8KArS"} +{"_id":"f0I81P9k29Q1lV4S","name":"Scale Mail Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":45,"price":6050,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4900001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"_id":"f4w4GxBi0nYXmhX4","name":"Rations","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"food","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/meat.jpg"} +{"name":"Potion of Poison Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Poison type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-green.jpg","_id":"f5chGcpQCi1HYPQw"} +{"_id":"fC0lFK8P4RuhpfaU","name":"Cartographer's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in cartography.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"name":"Club +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg","_id":"fCRftM4QxEDkeu0a"} +{"name":"Belt of Stone Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

\n

The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-rock.jpg","_id":"fCUZ7h8YYrs16UhX"} +{"_id":"fNMkFCOvMiW2Rh3t","name":"Paper","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A single sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/paper.jpg"} +{"_id":"fO1PuSOtZWLzEHqu","name":"Scale Mail +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":45,"price":6050,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Plate Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":19,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.png","_id":"fStHPOhuJvwEjzQh"} +{"name":"Luck Blade Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":6,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_10.jpg","_id":"fWR9EFEjR0JtFdCC"} +{"_id":"fbC0Mg1a73wdFbqO","name":"Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":"25","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"fin":true,"lgt":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg"} +{"name":"Eftreeti Bottle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an @Compendium[dnd5e.monsters.LTomFUTBrkRi0Pj5]{Efreeti} appears in an unoccupied space within 30 feet of you.

\n

The first time the bottle is opened, the GM rolls to determine what happens.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
01-10The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-00The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.
","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":40000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/potions/magic-yellow.jpg","_id":"fbcQsOgWCjhEAGY7"} +{"name":"Dragon Slayer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_06.jpg","_id":"feKHv3JUWZdSNKf0"} +{"name":"Blowgun +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.png","_id":"fu7DJcrYWfGMeVt9"} +{"name":"Ring of Cold Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a tourmaline stone that gleams when it catches the light.

\n

You have resistance to cold damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-ruby.jpg","_id":"fvezXwRJ5PqUf5NN"} +{"_id":"g2dWN7PQiMRYWzyk","name":"Quarterstaff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg"} +{"name":"Vicious War Pick","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pick.jpg","_id":"g8DG0jXlvfP3uTtZ"} +{"name":"Alms Box","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A box with a money slot and detachable base mainly used by priests and the like to collect alms.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":2,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":5100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/piggybank.jpg","_id":"g8fQZ1WyTz2bTtvA"} +{"_id":"gBQ8xqTA5f8wP5iu","name":"Blowgun Needle","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This ammunition is designed to be fired through a blowgun using the force of the wielders lungs. These needles are frequently tipped with deadly or crippling venoms.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.02,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"value":"","amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.png"} +{"name":"Arrow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Ammunition used for bows of all varieties.  It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":100,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_07.jpg","_id":"gLkbbUtGhQgYANM8"} +{"name":"Reliquary","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A tiny box or other container holding a fragment of a precious relic, saint, or other historical figure that dedicated their life to walk the path of a true believer. A deity imbues the bearer of this artifact with the ability to call forth their power and in doing so spread the faith once more.

\n

Spellcasting Focus. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/chest-red.jpg","_id":"gP1URGq3kVIIFHJ7"} +{"name":"Vicious Mace","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod",""]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"gSwpQacBLOJeLWrK"} +{"name":"Potion of Growth","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts.  Shaking the bottle fails to interrupt this process.

\n

When you drink this potion, you gain the “enlarge” effect of the @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce} spell for 1d4 hours (no concentration required).

","chat":"","unidentified":""},"source":"DMG. pg. 187","quantity":1,"weight":0.1,"price":270,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-9.jpg","_id":"gTRFQLdVD1gsKtPi"} +{"name":"Javelin +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.png","_id":"gV671PZGnYoVZefN"} +{"name":"Vicious Longbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-long.jpg","_id":"gVo3UbvwjFIiFR0c"} +{"name":"Shortbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-short.jpg","_id":"gYDMk3LWikIP5PmA"} +{"name":"Dart +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0.25,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.png","_id":"giU3yyZXvErjf78D"} +{"name":"Cape of the Mountebank","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This cape smells faintly of brimstone. While wearing it, you can use it to cast the @Compendium[dnd5e.spells.A4RsPuSvB9wFtz1j]{Dimension Door} spell as an action. This property of the cape can't be used again until the next dawn.

\n

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2400000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"gpHgWLsD8k2yzbfR"} +{"name":"Berserker Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":2,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/weapons/battleaxe.png","_id":"gwuffGC4JZ8BbStz"} +{"name":"Club +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg","_id":"gyJ0imAckcWtCjyv"} +{"name":"Vicious Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"h0XLhuUQ0vSnW3DU"} +{"name":"Ioun Stone of Awareness","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Awareness. You can't be surprised while this dark blue rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":12000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gemstone-blue.jpg","_id":"h8rS84jKsMHl9J1i"} +{"name":"Ioun Stone of Leadership","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/ore-purple.jpg","_id":"hDF4RSCzMO8iI14x"} +{"_id":"hFAVm9pTJDm0nu3g","name":"Broom of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

\n

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_23.jpg"} +{"name":"Cloak of the Manta Ray","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet.

\n

Pulling the hood up or down requires an action.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Hood must be up."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"hGrxC676XmlnS9y0"} +{"name":"Net +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack rolls made with this magic weapon.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/net.jpg","_id":"hHX5qXva1ScCpBpL"} +{"_id":"hJS8yEVkqgJjwfWa","name":"Potter's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in pottery.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"_id":"hM84pZnpCqKfi8XH","name":"Cobbler's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in cobblery.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/boots-leather.jpg"} +{"_id":"hOzuSDqmOIOx8z3Z","name":"Fishing Tackle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/dnd5e/icons/skills/gray_10.jpg"} +{"name":"Boots of Springing and Striding","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/boots-leather.jpg","_id":"hSY1b8yi8JWw2blf"} +{"name":"Feather Token Bird","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a @Compendium[dnd5e.monsters.p980augbCIdpK9ZX]{Roc}, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

\n

Foundry note: the 144 charges represent the 144 miles the bird can travel when being able to travel at maximum speed to enable accurate distance-tracking as required.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":144,"max":144,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-yellow.jpg","_id":"hWqImieUaLo08l9l"} +{"name":"Greataxe +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":7,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","_id":"hdUzXzVPonOQzW81"} +{"name":"Ring of Djinni Summoning","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can speak its command word as an action to summon a particular @Compendium[dnd5e.monsters.5P1VGAZQwOilwZQf]{Djinni} from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.

\n

While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.

\n

After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":45000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-purple.jpg","_id":"hdlBOEbEjiwUjTW5"} +{"name":"Mirror of Life Trapping","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.

\n

If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.

\n

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.

\n

An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.

\n

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.

\n

While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.

\n

In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

","chat":"","unidentified":""},"source":"DMG pg. 181","quantity":1,"weight":50,"price":18000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. Target must be able to see its reflection."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":12,"max":12,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_17.jpg","_id":"hf5j1meGsA33HkUj"} +{"name":"Spell Scroll 3rd Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 15
Attack bonus: +7.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-druid.jpg","_id":"hqVKZie7x9w3Kqds"} +{"name":"Ring of Telekinesis","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can cast the @Compendium[dnd5e.spells.HQfd7jJyULIoGxrZ]{Telekinesis} spell at will, but you can target only objects that aren't being worn or carried.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":80000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Target object cannot be currently worn or carried."},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-red.jpg","_id":"hxfOtvFrY1PXHQN1"} +{"name":"Ring of Free Action","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":20000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-gold.jpg","_id":"i2puCDRaTxkuFfB4"} +{"name":"Ring of X-ray Vision","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

\n

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-eye.jpg","_id":"i3njMqHc689GvHDn"} +{"_id":"i4NeNZ30ycwPDHMx","name":"Sickle","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent hooked blade mounted atop a short haft, light enough to be wielded in one hand for treshing crops or foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sickle.jpg"} +{"_id":"i89okN7GFTWHsvPy","name":"Herbalism Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/herbalism-kit.jpg"} +{"name":"Talisman of Pure Good","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a creature of good alignment)

\n

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

\n

If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.

\n

The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":71680,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","radiant"]],"versatile":"8d6"},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/skills/light_04.jpg","_id":"iB3gunzgxZ8xK6Z5"} +{"name":"Gaming Set of Dice","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of dice, both straight and weighted.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/dice.jpg","_id":"iBuTM09KD9IoM5L8"} +{"name":"Net +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack rolls made with this magic weapon.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/net.jpg","_id":"iIuNqnpWCHrLEKWj"} +{"name":"Figurine of Wondrous Power Ivory Goat of Traveling","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Traveling can become a Large goat with the same statistics as a @Compendium[dnd5e.monsters.rz8UTUnFT87BsAFR]{Riding Horse}. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":24,"max":24,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-hoof.jpg","_id":"iLt7wTWr4cJnQulJ"} +{"name":"Bag of Sand","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bag of sand used by the scholarly to dry freshly inked letters and correspondence quickly and safely for quick dispatch.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pouch.jpg","_id":"iOMRrzfzFCfPGuD6"} +{"_id":"iRDmig2qZ7LdP0ug","name":"Mithral Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":45,"price":850,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4000000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Javelin +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.png","_id":"idtlcnIWgwVdvp31"} +{"name":"Ioun Stone of Fortitude","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Fortitude. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/crystal-purple.jpg","_id":"ig5DOQtQYJPXJId4"} +{"name":"Amulet of Health","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item (requires attunement)

\n

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":4300001,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-red.jpg","_id":"iiQxTvDOhPGW5spF"} +{"name":"Heavy Crossbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-heavy.jpg","_id":"ijDzcDXfJAdj2uED"} +{"_id":"il2GNi8C0DvGLL9P","name":"Poisoner’s Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/herb-satchel.jpg"} +{"name":"Vestments","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/robe.jpg","_id":"irtqrzaUCeshmTZp"} +{"name":"Vicious Halberd","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A spear-tipped metal shaft accompanied by a crescent blade, the halberd is a strong defensive weapon which allows a warrior to fend off foes using the reach of the shaft to attack from safe distance.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.png","_id":"isKR904LkLaH4i6M"} +{"name":"Dart +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0.25,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.png","_id":"izF3kmyFEVI5TWhp"} +{"name":"Belt of Dwarvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, you gain the following benefits:

\n
    \n
  • Your Constitution score increases by 2, to a maximum of 20.
  • \n
  • You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
  • \n
\n

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

\n
    \n
  • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • \n
  • You have darkvision out to a range of 60 feet.
  • \n
  • You can speak, read, and write Dwarvish.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-rock.jpg","_id":"j2ZGEwx8MhHZXds4"} +{"name":"Gem of Seeing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

\n

The gem regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":0,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-blue.jpg","_id":"jJU8vFhHLQeKe2wu"} +{"name":"Whip +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/whip.png","_id":"jcQqI0pxLD2nNNQ4"} +{"name":"Vicious Dart","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0.25,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +@mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1400000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.png","_id":"jeoZmDD9fuQdvC77"} +{"name":"Mace +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"jf0XMx2vfEZzZuD7"} +{"_id":"jhjo20QoiD5exf09","name":"Calligrapher's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in calligraphy.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/note-letter.jpg"} +{"_id":"jlI44g90pp4VazBU","name":"Block and Tackle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/tool-hook.jpg"} +{"name":"Giant Slayer Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":7,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","_id":"jmSC8I5awCoxNVv7"} +{"name":"Ioun Stone of Reserve","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Reserve. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM.

\n

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

\n

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/crystal-purple.jpg","_id":"jvKmgJYL33E8gev5"} +{"_id":"k2B9P3gm2NGjJ1m0","name":"Hide Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":1510,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/armor/hide.png"} +{"name":"Wand of the War Mage +2","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

While holding this wand, you gain a bonus to spell attack rolls of +2. In addition, you ignore half cover when making a spell attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":4800,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"k3T7tpcdzDyVKlF4"} +{"name":"Greatsword +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-great.jpg","_id":"kBVK2IiZYRkEYtcM"} +{"name":"Light Crossbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":5,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"kHjpHTKex95ULxUX"} +{"name":"Potion of Force Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Force type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-blue.jpg","_id":"kKGJjVVlJVoakWgQ"} +{"name":"Battleaxe +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/battleaxe.png","_id":"kNlvoSTcdMqxJPmI"} +{"name":"Dancing Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_11.jpg","_id":"kOYXMf4GTtD7OqbD"} +{"name":"Holy Avenger Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod + 3","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg","_id":"kTxi62RTrrdrIBr9"} +{"_id":"kdkpSZMUHGXGM15H","name":"Signet Ring","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ring with specific design to denote membership and rank within a house or organization.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg"} +{"name":"Wand of Polymorph","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the @Compendium[dnd5e.spells.04nMsTWkIFvkbXlY]{Polymorph} spell (save DC 15) from it.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":32000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"khyjT3dKyoEOf4eA"} +{"_id":"kjTPoUeomTPWJ9h3","name":"Adamantine Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":20,"price":550,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":3600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Spellguard Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":6,"price":50000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":2,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-coin.jpg","_id":"kpDbCYgUivh7NApp"} +{"name":"Dwarven Thrower","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a dwarf)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

\n

**Foundry note: to apply the additional damage to a giant, please use the Other Formula one more time.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":2,"price":18000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":"1d10 + @mod +3"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{"betterRolls5e":{"quickDamage":{"value":{"0":true,"1":true,"2":true},"altValue":{"0":true,"1":true,"2":true}}}},"img":"systems/dnd5e/icons/items/weapons/warhammer.png","_id":"kvD4ElYCfCKpjDeg"} +{"name":"War Pick +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pick.jpg","_id":"l2T46xCqUbJvKE7A"} +{"name":"Staff of the Magi","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a sorcerer, warlock, or wizard)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

\n

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

\n

Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).

\n

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} (7 charges), @Compendium[dnd5e.spells.15Fa6q1nH27XfbR8]{Dispel Magic} (3 charges), @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball} (7th-level version, 7 charges), @Compendium[dnd5e.spells.FjYE214HTERCRZNm]{Flaming Sphere} (2 charges), @Compendium[dnd5e.spells.WN2LWEljYU6QqnRH]{Ice Storm} (4 charges), @Compendium[dnd5e.spells.1N8dDMMgZ1h1YJ3B]{Invisibility} (2 charges), @Compendium[dnd5e.spells.1nhIxh0DsJsntCfj]{Knock} (2 charges), @Compendium[dnd5e.spells.IyikgTEOTv701jgQ]{Lightning Bolt} (7th-level version, 7 charges), @Compendium[dnd5e.spells.d9MwcXi7Il3HROXd]{Passwall} (5 charges), @Compendium[dnd5e.spells.J6Jpw5XzB5aTeqnz]{Plane Shift} (7 charges), @Compendium[dnd5e.spells.HQfd7jJyULIoGxrZ]{Telekinesis} (5 charges), @Compendium[dnd5e.spells.X3DrXgxjwI2dvkD6]{Wall of Fire} (4 charges), or @Compendium[dnd5e.spells.UJJu9c2UvCzVljiP]{Web} (2 charges).

\n

You can also use an action to cast one of the following spells from the staff without using any charges: @Compendium[dnd5e.spells.8cse7rit0oswRPUP]{Arcane Lock}, @Compendium[dnd5e.spells.ghXTfe7sgCbgf1Q8]{Detect Magic}, @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce}, @Compendium[dnd5e.spells.Bnn9Nzajixvow9xi]{Light}, @Compendium[dnd5e.spells.Utk1OQRwYkMkFRD3]{Mage Hand}, or @Compendium[dnd5e.spells.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}.

\n

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

\n

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Distance from OriginDamage
10 ft. away or closer8 x the number of charges in the staff
11 to 20 ft. away6 x the number of charges in the staff
21 to 30 ft. away4 x the number of charges in the staff
\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":350000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":50,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"4d6 +2","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"l3V7V8VCXpmAAysQ"} +{"name":"Book of Lore","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-orange.jpg","_id":"l794iywHk8Wc6Uvi"} +{"name":"Lance +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"l88FXiodYofrJT8a"} +{"name":"Potion of Cloud Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 27 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1750,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-blue.jpg","_id":"lAcTZgNtpmks2Mo5"} +{"_id":"lHS63sC6bypENNlR","name":"Flask","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A flask holds 1 pint of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flask-dark.jpg"} +{"name":"Vicious Javelin","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.png","_id":"lM5uo6R4gy8rJG5Y"} +{"_id":"lN1VbnGFo3HNZXNb","name":"Half Plate Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6750,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":3700000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"name":"Wand of Wonder","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

\n

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
01-05You cast @Compendium[dnd5e.spells.yqUDoxk4x0NWG5Bz]{Slow}.
06-10You cast @Compendium[dnd5e.spells.nqBDWkVOfcGZt4YU]{Faerie Fire}.
11-15You are stunned until the start of your next turn, believing something awesome just happened.
16-20You cast @Compendium[dnd5e.spells.FSMy6VAjDnXY9vWz]{Gust of Wind}.
21-25You cast @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts} on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30You cast @Compendium[dnd5e.spells.TwlD4PLcltv7Xh7j]{Stinking Cloud}.
31-33Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a @Compendium[dnd5e.monsters.SBCe2BSa6opTS5M4]{Rhinoceros} appears; on a 26–50, an @Compendium[dnd5e.monsters.jLPhaBnMtAbB5dp1]{Elephant} appears; and on a 51–100, a @Compendium[dnd5e.monsters.pozQUPTnLZW8epox]{Rat} appears.
37-46You cast @Compendium[dnd5e.spells.IyikgTEOTv701jgQ]{Lightning Bolt}.
47-49A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53You enlarge the target as if you had cast @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce}. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.
54-58You cast @Compendium[dnd5e.spells.S7VbUetIfVT7B6Eq]{Darkness}.
59-62Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69You shrink yourself as if you had cast @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce} on yourself.
70-79You cast @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball}.
80-84You cast @Compendium[dnd5e.spells.1N8dDMMgZ1h1YJ3B]{Invisibility} on yourself.
85-87Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":24000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-skull.jpg","_id":"lPsueMv4ZoXqCYf9"} +{"name":"Apparatus of the Crab","permission":{"default":0},"type":"consumable","data":{"description":{"value":"
Wondrous item
\n
 
\n
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks  a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
\n
 
\n
The Apparatus of the Crab is a Large object with the following statistics:
\n
AC: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
Damage Immunities: poison, psychic

To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.

A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as show in the Apparatus of the Crab Levers table.

Apparatus of the Crab Levers table:
\n
 
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LeverUpDown
1Legs and tail extend, allowing the apparatus to walk and swim.Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.
2Forward window shutter opens.Forward window shutter closes.
3Side window shutters open (two per side).Side window shutters close (two per side).
4Two claws extend from the front sides of the apparatus.The claws retract.
5Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is Grappled (escape DC 15).
6The apparatus walks or swims forward.The apparatus walks or swims backward.
7The apparatus turns 90 degrees left.The apparatus turns 90 degrees right.
8Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.The light turns off.
9The apparatus sinks as much as 20 feet in liquid.The apparatus rises up to 20 feet in liquid.
10The rear hatch unseals and opens.The rear hatch closes and seals.
\n

 

\n
","chat":"","unidentified":""},"source":"DMG pg. 151","quantity":1,"weight":500,"price":10000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/barrel.jpg","_id":"lSd5QHnIJbKvP1bh"} +{"name":"Silver Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[dnd5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":5600,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 +2",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"lTfo6OVvAY2iJ4oq"} +{"name":"Emblem","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A symbol engraved or carefully inlaid on a shield or some other device representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Spellcasting Focus. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-sun.jpg","_id":"laVqttkGMW4B9654"} +{"_id":"lccm5AjIk91aIHbi","name":"Breastplate Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6400,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":3300000,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"name":"Whip +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/whip.png","_id":"lcqqW2vGF6P8nJ77"} +{"name":"Staff of Fire","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid, sorcerer, warlock, or wizard)

\n

You have resistance to fire damage while you hold this staff.

\n

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: @Compendium[dnd5e.spells.5SuJewoa1CRWaj1F]{Burning Hands} (1 charge), @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball} (3 charges), or @Compendium[dnd5e.spells.X3DrXgxjwI2dvkD6]{Wall of Fire} (4 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"dex","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"lsiR1hVfISlC5YoB"} +{"name":"Vicious Whip","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A tensile lash made of leather, cord, or chain which can lash out at nearby enemies, dealing lacerations and harrying them from a distance.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/whip.png","_id":"luTJgPXN5n0EN7iy"} +{"name":"Iron Flask","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.

\n

You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

\n

An @Compendium[dnd5e.spells.3OZnNhunvRtPOQmH]{Identify} spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Contents
1-50Empty
51-54Demon (type 1)
55-58Demon (type 2)
59-62Demon (type 3)
63-64Demon (type 4)
65Demon (type 5)
66Demon (type 6)
67@Compendium[dnd5e.monsters.m4H3hjamBNMH09S9]{Deva}
68-69Devil (greater)
70-73Devil (lesser)
74-75@Compendium[dnd5e.monsters.5P1VGAZQwOilwZQf]{Djinni}
76-77@Compendium[dnd5e.monsters.LTomFUTBrkRi0Pj5]{Efreeti}
78-83Elemental ( @Compendium[dnd5e.monsters.banHjKDMCegbUwYE]{Air Elemental} @Compendium[dnd5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental} @Compendium[dnd5e.monsters.brSo9cWhtpG0ifU5]{Fire Elemental} @Compendium[dnd5e.monsters.namJz755U1EhvEJa]{Water Elemental} )
84-86@Compendium[dnd5e.monsters.oDspGxRQFBhE74L2]{Invisible Stalker}
87-90@Compendium[dnd5e.monsters.xvh2UOKv1bh03Gih]{Night Hag}
91@Compendium[dnd5e.monsters.XEByBLeOkDgL3mrr]{Planetar}
92-95@Compendium[dnd5e.monsters.yVNPVJIBpQ2Mp3Xa]{Salamander}
96@Compendium[dnd5e.monsters.lOYt73eaJojBDxAV]{Solar}
97-99Succubus / Incubus
100@Compendium[dnd5e.monsters.2MZNHeOZweXAYbv1]{Xorn}
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 178","quantity":1,"weight":0.1,"price":31000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1500000,"flags":{},"img":"systems/dnd5e/icons/items/potions/minor-empty.jpg","_id":"lvLrkAR7k8DS7J3W"} +{"name":"Cloak of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

You gain a +1 bonus to AC and saving throws while you wear this cloak.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":3500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"lvaMqEhfidfHDGf5"} +{"name":"Mace +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"m1hJnK7CHsaJB26v"} +{"name":"Mace of Disruption","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

\n

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":4,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/skills/light_06.jpg","_id":"m7RubLd1lUcMjYgY"} +{"name":"Oathbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

\n

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

\n

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":3500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command phrase."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-hunting.jpg","_id":"mGIwk9FwTAJB6qTn"} +{"_id":"mQVYcHmMSoCUnBnM","name":"Bucket","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A bucket holds 3 gallons of liquid or ½ cubic foot of solids.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":25,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0}},"sort":800001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/tankard-empty.jpg"} +{"name":"Wind Fan","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While holding this fan, you can use an action to cast the @Compendium[dnd5e.spells.FSMy6VAjDnXY9vWz]{Gust of Wind} spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d5","save":{"ability":"str","dc":13,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/inventory/monster-angel-wing.jpg","_id":"mYFfH24uzuKh4IPS"} +{"_id":"meJEfX3gZgtMX4x2","name":"Vial","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A vial can hold up to 4 ounces of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":0.25,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg"} +{"name":"Potion of Hill Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 21 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":900,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-green.jpg","_id":"mhFBTY0egW8AeCHe"} +{"name":"Greatclub +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatclub.png","_id":"mkyltDYnuzNU3kmF"} +{"name":"Robe of the Archmagi","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement by a sorcerer, warlock, or wizard)

\n

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe:

\n
    \n
  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • \n
  • You have advantage on saving throws against spells and other magical effects.
  • \n
  • Your spell save DC and spell attack bonus each increase by 2.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":34000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"none","cost":0,"condition":"Alignment must match the robe's to attune."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_20.jpg","_id":"mr96Z8YTI490ExhP"} +{"name":"Spell Scroll 7th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 18
Attack bonus: +10.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":2560,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-magic.jpg","_id":"mtyw4NS1s7j2EJaD"} +{"_id":"n1V07puo0RQxPGuF","name":"Hide Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":12,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":12,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/armor/hide.png"} +{"name":"Adamantine Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":55,"price":575,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0,"label":"Armor Value"},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"n7fm71CN7qDIBEKk"} +{"name":"Horseshoes of Speed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":8,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horseshoe.jpg","_id":"nAqDwI9GyXS1diiz"} +{"name":"Giant Slayer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":6,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatsword.png","_id":"nBFr5xTWeChM7xrb"} +{"name":"Luck Blade Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_10.jpg","_id":"nL0Y0X8SjF58OmBM"} +{"name":"Figurine of Wondrous Power Silver Raven","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Serpentine Owl. This silver statuette of a raven can become a @Compendium[dnd5e.monsters.LPdX5YLlwci0NDZx]{Raven} for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the @Compendium[dnd5e.spells.X8w9EzYLGc4vQ1H2]{Animal Messenger} spell on it at will.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":12,"units":"hour"},"target":{"value":2.5,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-white.jpg","_id":"nMtmxeYrbyFdv0bg"} +{"name":"Defender Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":6,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_31.jpg","_id":"nSNhjX5F7f86AW1a"} +{"_id":"nXWdGtzi8DXDLLsL","name":"Pitcher","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A pitcher holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":4,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/jug.jpg"} +{"name":"Potion of Animal Friendship","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating this muddy liquid brings little bits into view: a fish scale, hummingbird tongue, a cat claw, or a squirrel hair.

\n

When you drink this potion, you can cast the @Compendium[dnd5e.spells.hDOENzjuj5WpLq7B]{Animal Friendship}  spell (save DC 13) for 1 hour at will.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Beast must have an Intelligence of 3 or lower."},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-4.jpg","_id":"nXWevqtV6p484N59"} +{"name":"Vicious Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":7,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","_id":"nY6CnKEHyJ5STgt5"} +{"_id":"nfIRTECQIG81CvM4","name":"Club","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg"} +{"name":"Ioun Stone of Mastery","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":15000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-green.jpg","_id":"nk2MH16KcZmKp7FQ"} +{"name":"Halberd +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.png","_id":"nl7cc7Z1HpSHbUdQ"} +{"name":"War Pick +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pick.jpg","_id":"nrvAo3TznyQrHS1t"} +{"_id":"nsXZejlmgalj4he9","name":"Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":40,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":750000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Pipes of the Sewers","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

\n

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one @Compendium[dnd5e.monsters.8ihbbjkaOFTPbI73]{Swarm of Rats} with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

\n

Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":1,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Proficiency with wind instruments. "},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":0.5,"long":0,"units":"mi"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flute.jpg","_id":"nvhk1quD0Dg1ZtSH"} +{"name":"Trident of Fish Command","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast @Compendium[dnd5e.spells.LrPvWHBPmiMQQsKB]{Dominate Beast} (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":800,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_17.jpg","_id":"o4Irx3hHiD3FnPbL"} +{"name":"Hand Crossbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1500001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"oG4rvCuMstgl4Nez"} +{"name":"Tome of Leadership and Influence","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 208","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-folder.jpg","_id":"oN4Glcmi4BhdAI3k"} +{"name":"Pipes of Haunting","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours.

\n

The pipes regain 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Proficiency with wind instruments. "},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flute.jpg","_id":"oNLfJNRQgUHpU8c7"} +{"name":"Deck of Many Things","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

\n

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

\n

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Playing CardCard
Ace of DiamondsVizier*
King of DiamondsSun
Queen of DiamondsMoon
Jack of DiamondsStar
Two of DiamondsComet*
Ace of HeartsThe Fates*
King of HeartsThrone
Queen of HeartsKey
Jack of HeartsKnight
Two of HeartsGem*
Ace of ClubsTalons*
King of ClubsThe Void
Queen of ClubsFlames
Jack of ClubsSkull
Two of ClubsIdiot*
Ace of SpadesDonjon*
King of SpadesRuin
Queen of SpadesEuryale
Jack of SpadesRogue
Two of SpadesBalance*
Joker (with TM)Fool*
Joker (without TM)Jester
\n

*Found only in a deck with twenty-two cards

\n

Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.

\n

Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.

\n

Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} can reveal the location of your prison. You draw no more cards.

\n

Euryale. The card's medusa-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.

\n

The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

\n

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

\n

Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.

\n

Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

\n

Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

\n

Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

\n

Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

\n

Knight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

\n

Moon. You are granted the ability to cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell 1d3 times.

\n

Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell or divine intervention can end the NPC's hostility toward you.

\n

Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

\n

Skull. You summon an avatar of death - a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.

\n

Avatar of Death

\n

Medium undead, neutral evil

\n

Armor Class 20
Hit Points half the hit point maximum of its summoner
Speed 60 ft., fly 60 ft. (hover)

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)
\n

Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
Languages all languages known to its summoner
Challenge -- (0 XP)

\n

Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Turning Immunity. The avatar is immune to features that turn undead.

\n

Actions

\n

Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

\n

 

\n

Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.

\n

Sun. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands.

\n

Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.

\n

Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.

\n

Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

\n

The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.

","chat":"","unidentified":""},"source":"DMG pg. 162","quantity":1,"weight":0.1,"price":6120,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":22,"max":22,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1500000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/bills.jpg","_id":"oSarKEU8x1AupB6z"} +{"_id":"oY8KbpGmB5H2Deoy","name":"Silk Rope (50 ft.)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/rope.jpg"} +{"name":"Periapt of Proof Against Poison","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/amulet-tribal.jpg","_id":"oYZNXHth1UYxPwVi"} +{"name":"Prayer Book","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-red.jpg","_id":"odV5cq2HSLSCH69k"} +{"name":"Dragon Slayer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":6,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_06.jpg","_id":"orHjq3XDPz4eXcov"} +{"_id":"osLzOwQdPtrK3rQH","name":"Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg"} +{"name":"Gloves of Missile Snaring","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":0.1,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10 + @mod","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_14.jpg","_id":"otYAEwhsANKHZAmk"} +{"name":"Mantle of Spell Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have advantage on saving throws against spells while you wear this cloak.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":3,"price":30000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_07.jpg","_id":"oxzUb5j1TMsccGW4"} +{"name":"Vicious Blowgun","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A primitive, but deadly, weapon favored by tribes and guerrila fighters. The darts fired from this gun can puncture and deliver lethal doses of venom.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.png","_id":"ozYrQ5N4s81h35Fa"} +{"name":"Rapier of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_24.jpg","_id":"p01JzD9RpIOkJiqK"} +{"_id":"p2zChy24ZJdVqMSH","name":"Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Vicious Greatclub","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":10,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatclub.png","_id":"p9dtQU9wEZGumHSb"} +{"name":"Vicious Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-long.jpg","_id":"pC3202gDTy8G5i4r"} +{"name":"Longsword of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_01.jpg","_id":"pG6dddIcb9NmPrdt"} +{"name":"Amulet","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

An amulet depicting a symbol representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Spellcasting Focus. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/amulet-blue.jpg","_id":"paqlMjggWkBIAeCe"} +{"_id":"psoZaItkOScMVaHL","name":"Oil Flask","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.

\n

On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.

\n

If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":200001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg"} +{"name":"Light Hammer +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/hammer-light.jpg","_id":"q24QnImAicnT9Byd"} +{"name":"Sling +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sling.jpg","_id":"q3WqP3r2emnumyUF"} +{"_id":"qBSEGJyHxdKIlBfj","name":"Potion of Poison","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion.

\n

However, it is actually poison masked by illusion magic.  An identify spell reveals its true nature.

\n

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

\n

Foundry note: to apply the reduced damage from a successful Constitution save, please use the Other Formula (set at 1d6) as required.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":100,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"spec"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","poison"]],"versatile":""},"formula":"1d6","save":{"ability":"con","dc":13,"scaling":"flat"},"consumableType":"poison","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-7.jpg"} +{"name":"Musical Instrument: Lute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":35,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lute.jpg","_id":"qBydtUUIkv520DT7"} +{"name":"Luck Blade Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_10.jpg","_id":"qGH7YqWhi0tHisMi"} +{"name":"Vicious Sling","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A flexible lash of leather affixed to a wooden handle which is capable of flinging rocks or metal bullets with deadly velocity.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sling.jpg","_id":"qGRN4wvZLJ8uITf2"} +{"name":"Ring of Necrotic Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a jet stone that seems to swallow any light that it catches.

\n

You have resistance to necrotic damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"qMGkmzfLHfXd7DiJ"} +{"_id":"qMzHmlmha8qMDnEF","name":"Lamp","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":45,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lamp.jpg"} +{"_id":"qRMQH8lRE42JkugE","name":"Mithral Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":40,"price":1550,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4700001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"name":"Flame Tongue Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/fire_13.jpg","_id":"qVHCzgVvOZAtuk4N"} +{"name":"Iron Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[dnd5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":14000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d4 +5",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"qVuZznv0MnIjDU70"} +{"_id":"qWlXDEgqdmdZWoab","name":"Shovel","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool resembling a spade with a broad blade and typically upturned sides, used for moving coals, earth, snow or other material.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pickaxe.jpg"} +{"name":"Decanter of Endless Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

\n

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

\n

• \"Stream\" produces 1 gallon of water.

\n

• \"Fountain\" produces 5 gallons of water.

\n

• \"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a Bonus Action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":135000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"turn"},"target":{"value":30,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/potions/magic-blue.jpg","_id":"qXcUKfCVxEvV3VU8"} +{"_id":"qaSro7kFhxD6INbZ","name":"Hand Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":75,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1500001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg"} +{"name":"Pike +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pike.jpg","_id":"qcEiSj67zfbLvYdJ"} +{"name":"Greataxe +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":7,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","_id":"qhdGVfT5j6u46mtk"} +{"name":"Vicious Flail","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A set of chain-linked spiked balls lashed to a stout wooden shaft. The flail deals devastating damage when whirled in a deadly arc.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"qmuOeNsOKwkn6K8W"} +{"name":"Ring of the Ram","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

\n

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

\n

**Foundry note: the Other Formula is set to calculate 1d20 +5  for one charge expended to make the Strength check. Please +5 per any extra charge as required.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":1,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"rsak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","force"]],"versatile":""},"formula":"1d20 +5","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"qw05Om9XWqTMoio2"} +{"name":"Vicious Lance","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A shining steel tip to puncture the hardiest of foe's defences, driven in by the force of a galloping steed. Although best suited for mounted combat, the lance can be brought to lethal effect on foot in the right hands.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"r8yK6SrWOz4hqF01"} +{"name":"Lance +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"r97KnMO7Zxgfdh3P"} +{"name":"Net +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack rolls made with this magic weapon.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/net.jpg","_id":"rJKXDPikXSYXYgb5"} +{"_id":"rLMflzmxpe8JGTOA","name":"Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":55,"price":75,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":16,"dex":0},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"_id":"rOG1OM2ihgPjOvFW","name":"Glaive","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"20","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.png"} +{"name":"Spell Scroll Cantrip Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/note-scroll.jpg","_id":"rQ6sO7HDWzqMhSI3"} +{"name":"Bowl of Commanding Water Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a @Compendium[dnd5e.monsters.namJz755U1EhvEJa]{Water Elemental}, as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell. The bowl can't be used this way again until the next dawn.

\n

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/blue_36.jpg","_id":"rRMaaGZ7qbzqMvoI"} +{"_id":"rTbVrNcwApnuTz5E","name":"Glassblower's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in glassblowing.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"name":"Potion of Invisibility","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s container looks empty but feels as though it holds liquid. 

\n

When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-empty.jpg","_id":"rTn4p9nJr4Aq2GPB"} +{"_id":"rY9sRFQp5CFSfsat","name":"Helm of Comprehending Languages","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this helm, you can use an action to cast the @Compendium[dnd5e.spells.4dSvfvTy2ZIJ3K4k]{Comprehend Languages} spell from it at will.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":2,"price":500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":0,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_03.jpg"} +{"name":"Glaive +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.png","_id":"rc9nkN6YOD7ogtEi"} +{"name":"Helm of Brilliance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

\n

You gain the following benefits while wearing it:

\n
    \n
  • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: @Compendium[dnd5e.spells.BP3GCwa66IAw1yTG]{Daylight} (opal), @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball} (fire opal), @Compendium[dnd5e.spells.eGMhwmuleAM46C6L]{Prismatic Spray} (diamond), or @Compendium[dnd5e.spells.X3DrXgxjwI2dvkD6]{Wall of Fire} (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
  • \n
  • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
  • \n
  • As long as the helm has at least one ruby, you have resistance to fire damage.
  • \n
  • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
  • \n
\n

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_07.jpg","_id":"rhGulc3gEJhnuP31"} +{"name":"Portable Hole","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

\n

You can use an action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

\n

You can use an action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

\n

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed Portable Hole can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":0,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":3,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1500000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_12.jpg","_id":"rvxGvcUzoQXVNbAu"} +{"name":"Figurine of Wondrous Power Ebony Fly","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a Giant Fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.

\n

Giant Fly

\n

Large beast, unaligned

\n

Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 30 ft., fly 60 ft.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
14 (+2)13 (+1)13 (+1)2 (-4)10 (+0)3 (-4)
\n

Senses darkvision 60 ft., passive Perception 10
Languages --

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":12,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-legs-insect.jpg","_id":"s2kQs21J3cFg7ZSs"} +{"name":"Cube of Force","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

\n

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

\n

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FaceChargesEffect
11Gases, wind, and fog can't pass through the barrier.
22Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
33Living matter can't pass through the barrier.
44Spell effects can't pass through the barrier.
55Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
60The barrier deactivates.
\n

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell or ItemCharges Lost
@Compendium[dnd5e.spells.HBHbOGKNVVprSlwn]{Disintegrate}1d12
@Compendium[dnd5e.items.t7GfyRp3dB3lqS9i]{Horn of Blasting}1d10
@Compendium[dnd5e.spells.d9MwcXi7Il3HROXd]{Passwall}1d6
@Compendium[dnd5e.spells.eGMhwmuleAM46C6L]{Prismatic Spray}1d20
@Compendium[dnd5e.spells.X3DrXgxjwI2dvkD6]{Wall of Fire}1d4
","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":0.1,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must have enough charges for the face pressed otherwise the Action is lost."},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":36,"max":36,"per":"charges","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":4025000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/dice.jpg","_id":"s4fR8bxQGSt4wbH7"} +{"name":"Dancing Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_11.jpg","_id":"sIiUbRJItYAs5gtA"} +{"name":"Adamantine Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":65,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":4800001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/plate.png","_id":"sP8CV5VNEcY1Yh1Q"} +{"_id":"sSs3hSzkKBMNBgTs","name":"Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"shield","value":2,"dex":null},"strength":"","stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/armor/shield.png"} +{"name":"Censor of Controlling Air Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While incense is burning in this censer, you can use an action to speak the censer's command word and summon an @Compendium[dnd5e.monsters.banHjKDMCegbUwYE]{Air Elemental}, as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell. The censer can't be used this way again until the next dawn.

\n

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/chalice-gems.jpg","_id":"sXEkkTDXWQDUMzsC"} +{"name":"Greatsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_24.jpg","_id":"sdHSbitJxgTX6aDG"} +{"name":"Warhammer +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/warhammer.png","_id":"setcTdSZ09rmsqMn"} +{"name":"Scimitar of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_24.jpg","_id":"sfegfmo59MHJg2YC"} +{"_id":"skUih6tBvcBbORzA","name":"Mason's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in masonry.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/hammer.jpg"} +{"name":"Medallion of Thoughts","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts} spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 181","quantity":1,"weight":0.01,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/amulet-blue.jpg","_id":"skoUe223EvRYGPL6"} +{"name":"Shortsword +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"sl6yiYSlqkHiVVSN"} +{"name":"Bronze Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[dnd5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":11200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4 +4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"sqcerAMszpe3hwyI"} +{"_id":"srTRzwTfWKO5opOo","name":"Portable Ram","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":35,"price":4,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"str","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["d20 + @abilities.str.mod +4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bamboo.jpg"} +{"name":"Dancing Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_11.jpg","_id":"stlFCpqW3ZuAftTi"} +{"name":"Ioun Stone of Regeneration","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Regeneration. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":4000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/coral-white.jpg","_id":"szNhDWpks5BhEXhT"} +{"name":"Yew Wand","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This wand or scepter has been carved from yew or another special wood and inscribed with powerful runes to invoke the power of nature by those who heed its call.

\n

Spellcasting Focus. A druidic focus is a special item designed to channel the power of spells from the druid's spell list. A druid can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/staff.png","_id":"t5yP0d7YaKwuKKiH"} +{"name":"Horn of Blasting","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

\n

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":450,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word and blow the horn."},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","thunder"]],"versatile":""},"formula":"10d6","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"t7GfyRp3dB3lqS9i"} +{"name":"Quarterstaff +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","_id":"t8L7B0JWamsvxhui"} +{"_id":"tC0kcqZT9HHAO0PD","name":"Pike","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A sturdy blade mounted upon the end of a long metal haft. Designed as a defensive weapon with considerable reach to both fend off and menace foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":18,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pike.jpg"} +{"name":"Arrow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Ammunition used for bows of all varieties.  It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":25,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_07.jpg","_id":"tEWhsb2lYF4uvF0z"} +{"name":"Nine Lives Stealer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":6,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_13.jpg","_id":"tFLmAPUDLxBY8jFO"} +{"name":"Orb","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This spherical talisman serves as a spellcasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":20,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pearl.jpg","_id":"tH5Rn0JVRG1zdmPa"} +{"name":"Spell Scroll 6th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 17
Attack bonus: +9.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":1280,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-magic.jpg","_id":"tI3rWx4bxefNCexS"} +{"_id":"tIwoSAGJlcuyiwaQ","name":"Dragon Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

\n

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and Breath Weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

\n

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonResistance
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":45,"price":4000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"mi"},"uses":{"value":1,"max":1,"per":"day"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/armor/scale.png"} +{"name":"Mithral Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":40,"price":830,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.png","_id":"tJQXAJx92wL6GM1v"} +{"name":"Giant Slayer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-fire.jpg","_id":"tTqixDDmzAfs995G"} +{"_id":"tWJLHIL6ZIZUez9k","name":"Manacles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":6,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Creature must be Small or Medium."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/whip.png"} +{"_id":"tfDxZIKDpOkz6pbx","name":"Grappling Hook","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A device with iron claws, can be used with rope for dragging or grasping.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":4,"price":"2","attuned":false,"equipped":false,"rarity":"Common","identified":true},"flags":{},"img":"systems/dnd5e/icons/items/inventory/tool-hook.jpg"} +{"name":"Gem of Brightness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

\n
    \n
  • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
  • \n
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • \n
  • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30- foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
  • \n
\n

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":0,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":50,"max":50,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-yellow.jpg","_id":"thkvJ5QBRORIwkkV"} +{"_id":"trmWAdUoR6Y2B7rA","name":"Hooded Lantern","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lantern.jpg"} +{"name":"Shortbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-short.jpg","_id":"tt4WokZBZMGqgYm5"} +{"_id":"tut1jbW3UCsrUjCG","name":"Pole","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ten-foot long pole of sturdy wood.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/wood.jpg"} +{"_id":"twRJhPtDQe1HceFt","name":"Padded Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":1505,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.png"} +{"name":"Folding Boat","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

\n

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

\n

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

\n

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

\n

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":4,"price":10000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cage.jpg","_id":"u4ewpAFZjLrWrmQv"} +{"name":"Staff of Withering","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

\n

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

\n

Foundry note: the Other Formula button has been configured to roll the staff's necrotic damage if required.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":4,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"2d10","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-skull.jpg","_id":"uHL99JKLUpTKAbz8"} +{"name":"Shortsword +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"uIHXYhnOwETlA5lT"} +{"name":"Rapier +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"uLY74ppOrTaWKwer"} +{"name":"Sickle +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sickle.jpg","_id":"uRoHwk1c8e5xJjkV"} +{"_id":"uVm7MiB71QblfnoY","name":"Ink Pen","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-red.jpg"} +{"name":"Arrow-Catching Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":"A ranged attack within 5 ft. "},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":4200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/shield.png","_id":"uWUD93jwuO2Jxkti"} +{"_id":"uXOT4fYbgPY8DGdd","name":"Crystal","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This crystaline talisman serves as a spellcasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crystal.png"} +{"_id":"ugzwHl8vYaPu2GNd","name":"Climber's Kit","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":12,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":1100001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/tool-hook.jpg"} +{"name":"Defender Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_31.jpg","_id":"ukcKemEoTTRB9yLC"} +{"_id":"uuh4UH3Jx5CsFjdA","name":"Perfume","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A vial of aromatic perfume.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-2.jpg"} +{"_id":"uw6fINSmZ2j2o57A","name":"Tankard","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

It is a form of drinkware consisting of a large, roughly cynlindrical, drinking cup with a single handle.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/inventory/tankard-empty.jpg"} +{"name":"Ioun Stone of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-purple.jpg","_id":"v4uNbmiz4ECTI89n"} +{"_id":"vJvb6fx3JVPmhG8x","name":"Merchant's Scale","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/coins-silver.jpg"} +{"name":"Chime of Opening","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

\n

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"The sound must reach the target."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3800000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_35.jpg","_id":"vZdLYfHlLcZqQ8zc"} +{"name":"Rod of Rulership","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":5,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_23.jpg","_id":"vmbB2SK6pQU2Vkzb"} +{"_id":"vpenjFjUyEBLLlUc","name":"Trinket","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A placeholder for the non-SRD items introduced on pg. 159, with the d100 table on 160-161.

","chat":"","unidentified":""},"source":"PHB pg. 159","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/trinket-fur-white.jpg"} +{"_id":"vsgmACFYINloIdPm","name":"Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":40,"price":750,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"name":"Trident +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_13.jpg","_id":"vuThcmO7MYlw5b9f"} +{"name":"Mace of Smiting","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

\n

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

\n

**Foundry note: the bonus to attack and damage rolls has been set at the +1 . In the instances of hitting a construct, please remember to +2 to both of these results. Additionally, on a hit of 20 against a construct, please use the Other Formula one more time.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":4,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg","_id":"w56FIjFafs2rN6iK"} +{"name":"Belt of Storm Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-girdle.jpg","_id":"wBYmPQG3nZfD88aP"} +{"name":"Hammer of Thunderbolts","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon (maul).

\n

Giant's Bane (requires attunement)

\n

You must be wearing a Belt of Giant Strength (any variety) and Gauntlets of Ogre Power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30.

\n

When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

\n

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":10,"price":16000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":5,"max":5,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{},"img":"systems/dnd5e/icons/skills/light_09.jpg","_id":"wGDDt17DpBcXPuUD"} +{"name":"Dimensional Shackles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.

\n

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":5,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Creature of Small to Large and must be incapacitated."},"duration":{"value":30,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":30,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/emerald_09.jpg","_id":"wGKykLRS8UqChNXI"} +{"_id":"wNKYbKYwOHbA7SH8","name":"Potion of Heroism","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This blue potion bubbles and steams as if boiling.

\n

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the @Compendium[dnd5e.spells.8dzaICjGy6mTUaUr]{Bless} spell (no concentration required)  

\n

Foundry note: the Other Formula button can be used to roll the bonus 1d4 received from Bless.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","temphp"]],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-6.jpg"} +{"_id":"wNWK6yJMHG9ANqQV","name":"Blowgun","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A primitive, but deadly, weapon favored by tribes and guerrila fighters. The darts fired from this gun can puncture and deliver lethal doses of venom.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":700001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.png"} +{"name":"Spell Scroll 5th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 17
Attack bonus: +9.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":640,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-cursed.jpg","_id":"wa1VF8TXHmkrrR35"} +{"name":"Flail +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"wgBKZNeRN1XsE9I7"} +{"_id":"woWZ1sO5IUVGzo58","name":"Thieves’ Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lockpick.jpg"} +{"name":"Necklace of Prayer Beads","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement by a cleric, druid, or paladin)

\n

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

\n

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Bead of...SpellGuide Price per Bead (gp)
1-6Blessing@Compendium[dnd5e.spells.8dzaICjGy6mTUaUr]{Bless}2,000
7-12Curing@Compendium[dnd5e.spells.uUWb1wZgtMou0TVP]{Cure Wounds}  (2nd level) or  @Compendium[dnd5e.spells.F0GsG0SJzsIOacwV]{Lesser Restoration}4,000
13-16Favor@Compendium[dnd5e.spells.WzvJ7G3cqvIubsLk]{Greater Restoration}32,000
17-18Smiting@Compendium[dnd5e.spells.7UwUjJ6owIQkEPrs]{Branding Smite}1,500
19Summons@Compendium[dnd5e.spells.fkREcytuZ8sngWtC]{Planar Ally}128,000
20Wind Walking@Compendium[dnd5e.spells.8PJAsHmbu6UgDHC0]{Wind Walk}96,000
\n

**Foundry note: the 6 charges reflect the maximum number of beads able to be found; please adjust as required.

\n

Additionally, the guide price is a guide only and should be adjusted accordingly to reflect the Dungeon Master's world.

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":0,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"The necklace must be currently worn."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":6,"max":6,"per":"day"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/beads-rune.jpg","_id":"wqVSRfkcTjuhvDyx"} +{"name":"Longsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_24.jpg","_id":"wtctR6tCcYbQPiS0"} +{"name":"Necklace of Adaption","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as @Compendium[dnd5e.spells.LkvI11Uue774QBKZ]{Cloudkill} and @Compendium[dnd5e.spells.TwlD4PLcltv7Xh7j]{Stinking Cloud} effects, inhaled poisons, and the breath weapons of some dragons).

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-blue.jpg","_id":"wwNpAz2KMukovewN"} +{"name":"Light Crossbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":5,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"x12sDhylcf8843fT"} +{"name":"Crossbow Bolt +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":100,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.png","_id":"x1GUgZYjMubaFavx"} +{"name":"Ring of Jumping","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can cast the @Compendium[dnd5e.spells.ZrTc23tToJ0JpH2h]{Jump} spell from it as a bonus action at will, but can target only yourself when you do so.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"x7LfMrLafLKfemGH"} +{"name":"Sling Bullet +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +@mod +3","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"value":"","amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4200000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/bullet.jpg","_id":"x9I9vdo4kafHDjcO"} +{"name":"Sprig of Mistletoe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardy sprig of mistletoe, holly, or some other sacred leaf, picked from a tree whose roots are sunken deep into a ley line. Those who heed nature's call are able to harness this connection to call forth the incredible power of nature.

\n

Spellcasting Focus. A druidic focus is a special item designed to channel the power of spells from the druid's spell list. A druid can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/plant-leaf.jpg","_id":"xDK9GQd2iqOGH8Sd"} +{"name":"Staff of Frost","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid, sorcerer, warlock, or wizard)

\n

You have resistance to cold damage while you hold this staff.

\n

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: @Compendium[dnd5e.spells.RpKjTlYASrfqUPVA]{Cone of Cold} (5 charges), @Compendium[dnd5e.spells.IBJmWjzbQGu7M4UX]{Fog Cloud} (1 charge), @Compendium[dnd5e.spells.WN2LWEljYU6QqnRH]{Ice Storm} (4 charges), or @Compendium[dnd5e.spells.fzZnVKLmBMo2f5up]{Wall of Ice} (4 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":26000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"xEtBeZjJnkDXojQM"} +{"_id":"xKErqkLo4ASYr5EP","name":"Woodcarver's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in woodcarving.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/axe-wood.jpg"} +{"_id":"xMkP8BmFzElcsMaR","name":"Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"50","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-great.jpg"} +{"_id":"xbVpKtrQ6tJsPhXX","name":"Half Plate Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":24750,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":18,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"name":"Scarab of Protection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

\n
    \n
  • You have advantage on saving throws against spells.
  • \n
  • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
  • \n
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 199","quantity":1,"weight":1,"price":36000,"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped"},"rarity":"Legendary","identified":true,"activation":{"type":"reaction","cost":1,"condition":"Charges are consumed by necromancy spells or an undead caster."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":12,"max":12,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":12,"max":12,"_deprecated":true,"type":"Number","label":"Charges"},"consume":{"value":"","_deprecated":true,"type":"String","label":"Roll on Consume"},"autoUse":{"value":true,"_deprecated":true,"type":"Boolean","label":"Consume on Use"},"autoDestroy":{"value":true,"_deprecated":true,"type":"Boolean","label":"Destroy on Empty"},"attributes":{"spelldc":10}},"sort":200000,"flags":{"_sheetTab":"description","dynamicitems":{"active":{"type":"Boolean","label":"Active","value":false},"cursed":{"type":"Boolean","label":"Cursed","value":false},"effects":{"type":"Object","label":"Effects","value":[]}}},"img":"systems/dnd5e/icons/items/inventory/chrysalis.jpg","_id":"xjRSY2ECcc9viSz3"} +{"name":"Well of Many Worlds","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

\n

You can use an action to unfold and place the Well of Many Worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once a Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":250000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/skills/water_01.jpg","_id":"xjme5oSQZmdAy1fc"} +{"name":"Giant Slayer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":3,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 +@mod +1"},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-arcane.jpg","_id":"xw2kL7Puwg4wfjW3"} +{"name":"Potion of Necrotic Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Necrotic type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-violet.jpg","_id":"xw99pcqPBVwtMOLw"} +{"_id":"xwUWrV15s9jLnmfZ","name":"Lock","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"touch","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lock.jpg"} +{"name":"Shield +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +2. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":4,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-blue.jpg","_id":"xzZQIIxXjNJwNqnp"} +{"name":"Sun Blade","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Sun Blade.

\n

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

\n

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":3,"price":12000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","radiant"]],"versatile":"1d10 + @mod +2"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_11.jpg","_id":"yiYCqmD5n08NftYk"} +{"name":"Frost Brand Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":6,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"ykB6UKv5BuQnSRSL"} +{"name":"Manual of Gainful Exercise","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-purple.jpg","_id":"ykefWXBjq3y6y9Se"} +{"name":"Pike +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pike.jpg","_id":"yoFff2zdTloKx1if"} +{"_id":"ytlsBjYsZ7OBSEBs","name":"Potion of Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 2d4+2 hit points when you drink this potion.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + 2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":200001,"flags":{},"img":"systems/dnd5e/icons/items/potions/minor-red.jpg"} +{"name":"Musical Instrument: Bagpipes","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A set of bagpipes to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flask.jpg","_id":"yxHi57T5mmVt0oDr"} +{"name":"Flail +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"z0lIRURcyDYt1kLK"} +{"_id":"z67d1DZzqDPmgEwP","name":"Signal Whistle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A whistle can produce specific noise. It can be heard half a mile away.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/trinket-carving.jpg"} +{"_id":"z9SbsMIBZzuhZOqT","name":"Sling Bullet ","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling.

\n

**Foundry note: It will usually be impossible to buy one sling bullet because they are worth less than a copper piece (5 bullets = 1 cp).

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.075,"price":0.002,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"value":"","amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4300000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/bullet.jpg"} +{"name":"Trident +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_13.jpg","_id":"z9fFB1uaGJvcXTf7"} +{"name":"Potion of Thunder Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Thunder type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg","_id":"zBX8LLC2CjC89Dzl"} +{"name":"Elemental Gem of Air","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This blue sapphire contains a mote of elemental energy. When you use an action to break the gem, an @Compendium[dnd5e.monsters.banHjKDMCegbUwYE]{Air Elemental}is summoned as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-blue.jpg","_id":"zDJ4oEt5HArN1xmP"} +{"name":"Splint Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":60,"price":6200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":19,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":850000,"flags":{},"img":"systems/dnd5e/icons/items/armor/splint.png","_id":"zIpNJyuOxp2raizE"} +{"name":"Sovereign Glue","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.

\n

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell.

\n

Foundry note: the 7 charges reflect the maximum amount a character can find. Please adjust as required.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0.25,"price":400,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Takes 1 minute to set."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flask-dark.jpg","_id":"zJ5LhDvTxYKzPIx4"} +{"name":"Berserker Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":7,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/weapons/battleaxe.png","_id":"zSKorO6lwT7vs2uk"} +{"name":"Dancing Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":6,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_11.jpg","_id":"zWSB0NCllWaSVoNT"} +{"name":"Potion of Acid Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Acidic type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-green.jpg","_id":"zgZkJAyFAfYmyn11"} +{"name":"Vicious Pike","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A sturdy blade mounted upon the end of a long metal haft. Designed as a defensive weapon with considerable reach to both fend off and menace foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":18,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pike.jpg","_id":"zibIgdxPz8QHSCg6"} +{"name":"Marvelous Pigments","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

\n

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features - such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

\n

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

\n

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

\n

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":1,"price":200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Any creation cannot be worth more than 25gp."},"duration":{"value":0,"units":""},"target":{"value":1000,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/brush.jpg","_id":"zsik6SiaAUUUEfrV"} diff --git a/packs/packs/journal.db b/packs/packs/journal.db index 5d326f41..498dabf4 100644 --- a/packs/packs/journal.db +++ b/packs/packs/journal.db @@ -1,3 +1,4 @@ +{"_id":"0aSDQzFr6cnrIgZ2","name":"Corellian Spike Sabacc","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"folder":"","sort":100001,"flags":{},"content":"

\"Corellian

\n

The Deck

\n
    \n
  • 30 green cards with positive values 1 through 10, three each
  • \n
  • 30 red cards with negative values -1 through -10, three each
  • \n
  • 2 zero-value cards known as sylops (Old Corellian for \"idiots\")
  • \n
\n

\"Corellian

\n

The three suits, known as \"staves,\" are shown by the shape of the pips on the cards: triangles, squares, and circles. These do not have any bearing on gameplay.

\n

Setup

\n

Choose a dealer for the first game. Hand the deck and dice to the dealer. Each subsequent game, the person to the left of the dealer will be the new dealer.

\n

Ante

\n

Players must pay in to play the round, 1 credit into the Game Pot and 2 credits into the Sabacc Pot. If a player cannot afford to pay in, that player is out of the game.

\n

Dealer

\n
    \n
  1. Shuffle the deck, then deal two cards face down to each player. Players can look at their cards, but must not show other players.
  2. \n
  3. Place the remaining deck face down in the center of play. This is the draw pile.
  4. \n
  5. Place the top card of the draw pile face-up on the table. This is the discard pile.
  6. \n
\n

Gameplay

\n

Each game is played in three rounds. Each round consists of a turn phase, a betting phase, and a spike dice phase. The goal of the game is to have the best hand with a total value of zero, which is called Sabacc, or if no player gets Sabacc, then the hand with the closest total value to zero wins, which is called Nulrhek. There is also a hierarchy of special named Sabacc hands that can be obtained. When scoring, a positive value beats an equal negative value.

\n

1. Turn Phase

\n

Play starts with the player to the dealer’s left and continues going left around the table. On your turn, you can stand, gain, or swap. You may only choose one.

\n
    \n
  1. Stand - Retain your current hand for this round and end your turn.
  2. \n
  3. Gain - To gain a card from the Draw pile, pay 1 credit into the Game Pot.
  4. \n
\n

Then choose one of the following options:

\n
    \n
  1. Take the top card from the draw pile. You may keep it or discard it. -OR-
  2. \n
  3. Discard a card from your hand, then take the top card from the draw pile, which you must keep (though it can be discarded on a later turn).
  4. \n
\n
    \n
  1. Swap - To swap a card from the Discard pile, pay 2 credits into the Game Pot. Take the top card from the discard pile and add it to your hand, then discard a different card from your hand.
  2. \n
\n

After you stand, gain, or swap your turn is over. Once all players have had a turn, betting begins.

\n

2. Betting Phase

\n

Players calculate their current hand value and place their bets, beginning with the player to the dealer's left. Players can check, bet, call, raise, or junk. The cycle continues until all bets are equal.

\n
    \n
  1. Check: The player stays in the game, but wagers no credits. This can only be done if no bet has been made yet. If any player places a bet, all players must call or raise in order to stay in.
  2. \n
  3. Bet: The player makes a wager and adds it to the game pot. All other players must pay the same amount into the game pot (call) to stay in the round. Otherwise, they can raise the bet or junk.
  4. \n
  5. Call: The player matches the highest bet placed so far by paying that amount into the game pot. When verbally declared it is often said as \"I'll see your bet.\"
  6. \n
  7. Raise: The player raises the highest bet so far by betting a higher amount and paying that amount into the game pot. All players must now pay this amount to stay in the round, and those who bet prior to the raise must pay the difference between their current bet and the current highest raise when the betting cycle comes back to them in order to stay in. Betting goes in cycle until all players bet the same amount. A player can raise the bet only if he was not the last one to raise in this betting phase and can't raise if he started the betting and no one else raised.
  8. \n
  9. Junk: The player shuffles his hand (to randomize card order) and puts it on the discard pile. This player forfeits all winnings for the round and cannot play until the next round.
  10. \n
\n

Optional: Players can set a predetermined limit on how many raises can occur in one betting phase. This is generally limited to three raises per betting phase, but may be unlimited if only two players remain in the game.

\n

Going All-in: If a player does not have enough credits to call the highest bet, the player can go \"all-in\" and stay in the round by putting all his or her remaining credits in. Any bet made by other players (including any raise after this) exceeding the bet of the person who is all-in is put into a side pot that cannot be won by a player who is all-in. If only one player remains who is not all-in, the betting is capped at the amount of the latest all-in player's bet. If a player who is not all-in wins the round, he wins the game pot and side pot(s). If an all-in player wins the round, he only wins the game pot. The side pot goes to the player who has the best hand among all players who are not all-in.

\n

Once all players have equaled the highest bet or junked (or all players checked), move on to the spike dice phase.

\n

3. Spike Dice

\n

\"Corellian

\n

The dealer rolls both dice. If the symbols are different, the round ends. If the symbols match, everyone must note the number of cards in his or her hand, reveal them, then place all cards onto the discard pile. The dealer then deals each player the same number of cards he or she discarded. The player to the left of the dealer is always first to receive new cards. Deal each player all the needed cards before dealing to the next player. Then place the rest of the deck face down on the table to form a new draw pile and flip over the top card onto the discard pile to start it with a new random value. If at any point the draw pile is depleted, shuffle the discard pile to create a new one, then turn over the top card to start a new discard pile as usual.

\n

Repeat phases 1-3 for two more rounds to complete a game.

\n

Showdown

\n

At the end of the third round, players reveal their cards in order of play starting at the dealer's left. Hands are compared with respect to the scoring hierarchy and a winner is determined.

\n
    \n
  • The winning player collects the game pot.
  • \n
  • If a player wins with Sabacc (any hand totaling zero) that player also collects the Sabacc pot. Otherwise the credits in the Sabacc pot remain in the pot for the next game.
  • \n
\n

To begin a new game, the player to the left of the dealer collects the deck and dice, shuffles the cards, and is the new game’s dealer. Players pay the ante for the new game and the game begins.

\n

Scoring Hierarchy

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
1. Pure Sabacc
Both sylops and no other cards, totalling zero.
\"Pure
2. Full Sabacc
A sylop and four tens (two positive, two negative), totaling zero.
\"Full
3. Fleet
A sylop and four of a kind that aren't tens (two positive, two negative), totaling zero.
\"Fleet\"
4. Prime Sabacc
A sylop and a pair of tens (one positive, one negative) totaling zero.
\"Prime
5. Yee-haa
A sylop and a pair that aren't tens (one positive, one negative), totaling zero.
\"Yee-Haa\"
6. Rhylet
Positive three of a kind and a negative pair (or vice versa), totaling zero.
\"Rhylet\"
7. Squadron
Four of a kind (two positive, two negative), totaling zero.
\"Squadron\"
8. Gee Whiz!
1, 2, 3, 4 and -10 or -1, -2, -3, -4, and 10, totaling zero.
\"Gee
9. Straight Khyron (Straight Staves)
A sequential run of four cards, totaling zero.
\"Straight
10. Banthas Wild
Three of a kind (plus one or two other cards), totaling zero.
\"Banthas
11. Rule of Two
Two pairs with a total hand value of zero (may or may not contain a fifth card).
\"Rule
\n

12. Sabacc - any other hand with a total value of zero.

\n

Ranking if tied:

\n
    \n
  1. most cards
  2. \n
  3. highest total value of all positive cards
  4. \n
  5. highest single positive card value
  6. \n
\n

14. Nulrhek - hand closest to zero.

\n

Ranking if tied:

\n
    \n
  1. positive score
  2. \n
  3. positive score with most cards
  4. \n
  5. positive score with highest total value of all positive cards
  6. \n
  7. positive score with highest single positive card value
  8. \n
\n

Single Blind Draw - In the event of a complete tie, deal a card to each tied player, starting at the dealer's left. The card closest to zero wins. A positive card beats an equal value negative card. If still tied, repeat until the tie is broken.

","img":""} {"_id":"M2E2NzliZWQ2NDhj","name":"Rodian","permission":{"default":2},"folder":"Yzk1Y2VkOGQwNjJi","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"

RODIAN


VISUAL CHARACTERISTICS

Skin ColorBlue, green, purple, turquoise, or yellow
Hair ColorNone
Eye ColorBlue, black, green, purple, or red
DistinctionsLarge and round pupil-less eyes, snouts, pointed ears, antennae, scaled and usually green skin

PHYSICAL CHARACTERISTICS

Height4'9\"+2d10\"
Weight115 lb.x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS

HomeworldRodia
LanguageRodese

BIOLOGY AND APPEARENCE

The rodians are green-skinned humanoids from the planet Rodia. They possess distinctive faces: large, round, multifaceted eyes; tapir-like snouts; and a pair of saucer-shaped antennae on their heads, which served to detect vibrations. The flexible snouts augmented the rodians’ finely tuned olfactory senses, collecting and filtering the air. Their characteristically large eyes indicated a primarily nocturnal ancestry and were capable of seeing into the infrared part of the spectrum. Due to their love of fighting and active lifestyles, most rodians kept in good condition, normally lean and wiry; however, some wealthy rodians became complacent and obese.

SOCIETY AND CULTURE

Rodian culture is obsessed with violence and death, due to behaviors and practices that are ingrained since their earliest ancestry. Their densely packed jungle homeworld is ill-suited for agriculture, requiring rodians to compete with vicious predators for most of their food, some of which can wipe out entire rodian villages. As the rodians developed cunning hunting tactics to survive, the hunt became central to their culture. Eventually, having driven most of the other predators on the planet to near extinction, they began to hunt each other in various wars and gladiatorial contests.

NAMES

Female names tend to be longer than male names. Surnames are familial.

Male Names. Dagon, Dwedd, Gweym, Steech, Xeep

Female Names. Heebmu, Iissi, Teezle, Whunam

Surnames. Bluchosso, Encekserr, Gieeseaagg

RODIAN TRAITS

As a Rodian, you have the following special traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Rodians reach adulthood in their late teens and live less than a century.

Alignment. Rodian culture’s violent focus causes them to tend toward the dark side, though there are exceptions.

Size. Rodians typically stand 5 to 6 feet tall and weigh 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Adept Climbers. You have a climbing speed of 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hunter. You are proficient in Survival and Stealth.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Languages. You can speak, read, and write Galactic Basic and Rodese. Rodians can communicate with eachother using pheromones. Force-sensitives can detect this communication, though they can’t understand it.

","img":"worlds/sw5e-full-comp/journal/000_-_Compendium/008_-_Species/018_-_R/003_-_Rodian/avatar.webp"} {"_id":"M2E2OGVhNjY4MmFk","name":"Medbay","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":16,"handout-archived":false}},"sort":160000,"entryTime":0,"content":"

Type: Suite

Prerequisites: 

This suite comes with first aid supplies and bacta tanks to support a number of civilians, crew members, or troopers, determined by the ship’s size. For every one hour spent in a bacta tank, a creature’s exhaustion level is reduced by 1, and it can roll a Hit Die to recovery hit points without expending the die.

Additionally, if a creature has been dead for less than 12 hours before being put in a bacta tank. It can be revitalized over a 24-hour period. At the end of the 24 hours, the creature recovers all hit points, all mortal wounds close, and any missing body parts are restored. The revitalized creature takes a -4 penalty to all ability checks, attack rolls, and saving throws. Every time the creature finishes a long rest, the penalty is reduced by 1 until it disappears. This feature has no effect on droids or constructs. Once this feature has been used, it can’t be used again until the ship undergoes maintenance.

","img":""} {"_id":"M2E5MDdkODZiZjVh","name":"Parrying Grip","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":29,"handout-archived":false}},"sort":290000,"entryTime":0,"content":"

Type: Vibroweapon Modification

Subtype: Grip

Rarity: Prototype

Prerequisite: No

Attunement: No

Source: EC


You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.

","img":""} @@ -2747,4 +2748,4 @@ {"_id":"ZmZkMzA0YjQ1MTA2","name":"Kage Order","permission":{"default":2},"folder":"MWYyMGMwNDJlY2Nh","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"

Monks of the Kage Order, known as Kage warriors, have mastered fighting in darkness, using that which others fear as a weapon against them. Kage warriors learn tricks to create darkness where none exists, and learn to fight using their intuition rather than relying on sight.

INTUITIVE SIGHT

Beginning when you choose this order at 3rd level, you can no longer have disadvantage on attack rolls against targets within 10 feet of you due to not being able to see them. Additionally, you have advantage on Dexterity (Stealth) checks that rely on sound.

CONJURE DARKNESS

Also at 3rd level, you learn to create a number of small explosive devices that create darkness. Over the course of a short or long rest, you can create a number of devices equal to your Wisdom or Charisma modifier (your choice). Your devices can only be used by you, and they lose their potency at the end of your next short or long rest.

Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your devices. Your devices have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The devices create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of brigiht light dispells it.

DISRUPTIVE SHOCK

At 6th level, once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a short or long rest.

ONE WITH DARKNESS

Starting at 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invis-ible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.

OPPORTUNIST

At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

","img":""} {"_id":"ZmZkYTVjNDAwMzNm","name":"Medic","permission":{"default":2},"folder":"MWUwZGVlNzkxN2Zk","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"

You master the physician’s arts, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Medicine skill. If you are already proficient in it, you instead gain expertise in it.
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
","img":""} {"_id":"ZmZlZjlmMDEwMzU5","name":"Grenade, flash","permission":{"default":2},"folder":"ZTFhODYyYTI0MTgy","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"

Value/Weight: 350 cr, 1 lb.

Flash grenades are hand-held explosive devices that release a blinding flash. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

","img":""} -{"_id":"0aSDQzFr6cnrIgZ2","name":"Corellian Spike Sabacc","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"folder":"","sort":100001,"flags":{},"content":"

\"Corellian

\n

The Deck

\n
    \n
  • 30 green cards with positive values 1 through 10, three each
  • \n
  • 30 red cards with negative values -1 through -10, three each
  • \n
  • 2 zero-value cards known as sylops (Old Corellian for \"idiots\")
  • \n
\n

\"Corellian

\n

The three suits, known as \"staves,\" are shown by the shape of the pips on the cards: triangles, squares, and circles. These do not have any bearing on gameplay.

\n

Setup

\n

Choose a dealer for the first game. Hand the deck and dice to the dealer. Each subsequent game, the person to the left of the dealer will be the new dealer.

\n

Ante

\n

Players must pay in to play the round, 1 credit into the Game Pot and 2 credits into the Sabacc Pot. If a player cannot afford to pay in, that player is out of the game.

\n

Dealer

\n
    \n
  1. Shuffle the deck, then deal two cards face down to each player. Players can look at their cards, but must not show other players.
  2. \n
  3. Place the remaining deck face down in the center of play. This is the draw pile.
  4. \n
  5. Place the top card of the draw pile face-up on the table. This is the discard pile.
  6. \n
\n

Gameplay

\n

Each game is played in three rounds. Each round consists of a turn phase, a betting phase, and a spike dice phase. The goal of the game is to have the best hand with a total value of zero, which is called Sabacc, or if no player gets Sabacc, then the hand with the closest total value to zero wins, which is called Nulrhek. There is also a hierarchy of special named Sabacc hands that can be obtained. When scoring, a positive value beats an equal negative value.

\n

1. Turn Phase

\n

Play starts with the player to the dealer’s left and continues going left around the table. On your turn, you can stand, gain, or swap. You may only choose one.

\n
    \n
  1. Stand - Retain your current hand for this round and end your turn.
  2. \n
  3. Gain - To gain a card from the Draw pile, pay 1 credit into the Game Pot.
  4. \n
\n

Then choose one of the following options:

\n
    \n
  1. Take the top card from the draw pile. You may keep it or discard it. -OR-
  2. \n
  3. Discard a card from your hand, then take the top card from the draw pile, which you must keep (though it can be discarded on a later turn).
  4. \n
\n
    \n
  1. Swap - To swap a card from the Discard pile, pay 2 credits into the Game Pot. Take the top card from the discard pile and add it to your hand, then discard a different card from your hand.
  2. \n
\n

After you stand, gain, or swap your turn is over. Once all players have had a turn, betting begins.

\n

2. Betting Phase

\n

Players calculate their current hand value and place their bets, beginning with the player to the dealer's left. Players can check, bet, call, raise, or junk. The cycle continues until all bets are equal.

\n
    \n
  1. Check: The player stays in the game, but wagers no credits. This can only be done if no bet has been made yet. If any player places a bet, all players must call or raise in order to stay in.
  2. \n
  3. Bet: The player makes a wager and adds it to the game pot. All other players must pay the same amount into the game pot (call) to stay in the round. Otherwise, they can raise the bet or junk.
  4. \n
  5. Call: The player matches the highest bet placed so far by paying that amount into the game pot. When verbally declared it is often said as \"I'll see your bet.\"
  6. \n
  7. Raise: The player raises the highest bet so far by betting a higher amount and paying that amount into the game pot. All players must now pay this amount to stay in the round, and those who bet prior to the raise must pay the difference between their current bet and the current highest raise when the betting cycle comes back to them in order to stay in. Betting goes in cycle until all players bet the same amount. A player can raise the bet only if he was not the last one to raise in this betting phase and can't raise if he started the betting and no one else raised.
  8. \n
  9. Junk: The player shuffles his hand (to randomize card order) and puts it on the discard pile. This player forfeits all winnings for the round and cannot play until the next round.
  10. \n
\n

Optional: Players can set a predetermined limit on how many raises can occur in one betting phase. This is generally limited to three raises per betting phase, but may be unlimited if only two players remain in the game.

\n

Going All-in: If a player does not have enough credits to call the highest bet, the player can go \"all-in\" and stay in the round by putting all his or her remaining credits in. Any bet made by other players (including any raise after this) exceeding the bet of the person who is all-in is put into a side pot that cannot be won by a player who is all-in. If only one player remains who is not all-in, the betting is capped at the amount of the latest all-in player's bet. If a player who is not all-in wins the round, he wins the game pot and side pot(s). If an all-in player wins the round, he only wins the game pot. The side pot goes to the player who has the best hand among all players who are not all-in.

\n

Once all players have equaled the highest bet or junked (or all players checked), move on to the spike dice phase.

\n

3. Spike Dice

\n

\"Corellian

\n

The dealer rolls both dice. If the symbols are different, the round ends. If the symbols match, everyone must note the number of cards in his or her hand, reveal them, then place all cards onto the discard pile. The dealer then deals each player the same number of cards he or she discarded. The player to the left of the dealer is always first to receive new cards. Deal each player all the needed cards before dealing to the next player. Then place the rest of the deck face down on the table to form a new draw pile and flip over the top card onto the discard pile to start it with a new random value. If at any point the draw pile is depleted, shuffle the discard pile to create a new one, then turn over the top card to start a new discard pile as usual.

\n

Repeat phases 1-3 for two more rounds to complete a game.

\n

Showdown

\n

At the end of the third round, players reveal their cards in order of play starting at the dealer's left. Hands are compared with respect to the scoring hierarchy and a winner is determined.

\n
    \n
  • The winning player collects the game pot.
  • \n
  • If a player wins with Sabacc (any hand totaling zero) that player also collects the Sabacc pot. Otherwise the credits in the Sabacc pot remain in the pot for the next game.
  • \n
\n

To begin a new game, the player to the left of the dealer collects the deck and dice, shuffles the cards, and is the new game’s dealer. Players pay the ante for the new game and the game begins.

\n

Scoring Hierarchy

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
1. Pure Sabacc
Both sylops and no other cards, totalling zero.
\"Pure
2. Full Sabacc
A sylop and four tens (two positive, two negative), totaling zero.
\"Full
3. Fleet
A sylop and four of a kind that aren't tens (two positive, two negative), totaling zero.
\"Fleet\"
4. Prime Sabacc
A sylop and a pair of tens (one positive, one negative) totaling zero.
\"Prime
5. Yee-haa
A sylop and a pair that aren't tens (one positive, one negative), totaling zero.
\"Yee-Haa\"
6. Rhylet
Positive three of a kind and a negative pair (or vice versa), totaling zero.
\"Rhylet\"
7. Squadron
Four of a kind (two positive, two negative), totaling zero.
\"Squadron\"
8. Gee Whiz!
1, 2, 3, 4 and -10 or -1, -2, -3, -4, and 10, totaling zero.
\"Gee
9. Straight Khyron (Straight Staves)
A sequential run of four cards, totaling zero.
\"Straight
10. Banthas Wild
Three of a kind (plus one or two other cards), totaling zero.
\"Banthas
11. Rule of Two
Two pairs with a total hand value of zero (may or may not contain a fifth card).
\"Rule
\n

12. Sabacc - any other hand with a total value of zero.

\n

Ranking if tied:

\n
    \n
  1. most cards
  2. \n
  3. highest total value of all positive cards
  4. \n
  5. highest single positive card value
  6. \n
\n

14. Nulrhek - hand closest to zero.

\n

Ranking if tied:

\n
    \n
  1. positive score
  2. \n
  3. positive score with most cards
  4. \n
  5. positive score with highest total value of all positive cards
  6. \n
  7. positive score with highest single positive card value
  8. \n
\n

Single Blind Draw - In the event of a complete tie, deal a card to each tied player, starting at the dealer's left. The card closest to zero wins. A positive card beats an equal value negative card. If still tied, repeat until the tie is broken.

","img":""} +{"_id":"YmI3ZjdjYzIzMDI1","name":"Force Jump","permission":{"default":2},"folder":"","sort":50000,"flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"content":"


Level: 1

Force Alignment: Universal

Casting Period: 1 action

Range: Self

Duration: Instantaneous

Concentration: 

Prerequisite: —

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","img":""} diff --git a/packs/packs/monsters.db b/packs/packs/monsters.db index 7e31b122..21fdad20 100644 --- a/packs/packs/monsters.db +++ b/packs/packs/monsters.db @@ -1,3 +1,4 @@ +<<<<<<< Updated upstream {"_id":"1S3Ip5engATsxBhE","name":"Sea Leviathan","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":30,"proficient":1,"min":3,"mod":10,"save":18,"prof":8,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":27,"proficient":1,"min":3,"mod":8,"save":16,"prof":8,"saveBonus":0,"checkBonus":0},"int":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"21","min":0,"formula":"natural armor"},"hp":{"value":475,"min":0,"max":475,"temp":0,"tempmax":0,"formula":"25d20+200"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"speed":{"value":"0 ft","special":"swim 90 ft"},"spellcasting":"","prof":8,"spelldc":16,"spellLevel":0,"bar1":{"value":475,"min":0,"max":475},"bar2":{"value":21,"min":0,"max":0}},"details":{"alignment":"Chaotic Evil","biography":{"value":"

The Sea Leviathan is an aquatic beast specially bred by the Givin Vul Isen, a scientist of Darth Krayt's One Sith Order, for life in the deep seas of the Outer Rim planet of Dac. It is a creature of considerable length and mass, having pectoral fins that were on either side near its chin, as well as a taloned caudal fin for propelling itself through the waters.


The Sea Leviathan has a gaping maw filled with rows of long teeth. Like its terrestrial cousin, it has two sets of yellow eyes and four nostrils. The Sea Leviathan has a green hide. Cranial horns are situated on either side of its face and head, which give way to the rows of blister pods that begin at the creature's neck and continue down the length of its entire body. The pods serve as siphons of life-energy, as well as being the Sea Leviathan's primary means of attack.


Behavior. Despite its considerable girth, the Sea Leviathan has incredible speed; it is often able to out-swim its prey and is even able to keep pace with underwater attack craft. The beast actively hunts its prey, and when in close proximity, the blister pods resonate with a sickly green aura as they began to drain the life of the intended target. Due to Vul Isen's special engineering, however, the Sea Leviathan only activated its blister pods when hunting Mon Calamari and did not use them when combating other sentient or non-sentient species. Should the beast be attacked by other creatures or beings, it relied only on its size, speed, and teeth as a means of defense.


History. Sea Leviathans are not a natural occurrence, but are instead a variation of the terrestrial Leviathan that was created through alchemical practices millennia before by the exiled Dark Jedi of the Hundred-Year Darkness. In accordance with Darth Krayt's ordered extermination of the Mon Calamari species, Sith scientist Vul Isen engineered a semi-sentient beast that was not only indulgent upon the life energy of its victims but was also able to assimilate their sentience as well. Each absorbed life allowed the Sea Leviathan to think more like a Mon Calamari; it then instinctively located them in their dwellings and commenced massacring them in kind. The power of the Force was required to bring the beast to life. Through their mastery of the dark side, Vul Isen and his colleague, the Quarren Sith Lord Darth Azard, imprinted parts of their own consciousness onto the Sea Leviathan's mind to awaken it from its vegetative slumber.

","public":""},"race":"","type":"aberration","environment":"","cr":25,"spellLevel":0,"xp":{"value":75000},"source":"Roll 20","class":""},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"arc":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ath":{"value":1,"ability":"str","bonus":0,"mod":10,"passive":28,"prof":8,"total":18},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"his":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"inv":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"prc":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"rel":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":22,"prof":8,"total":12}},"traits":{"size":"grg","senses":"blindsight 60ft., truesight 120ft., passive Perception 14","languages":{"value":[],"custom":""},"di":{"value":["acid"],"custom":""},"dr":{"value":["necrotic","fire"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["frightened","paralyzed","poisoned"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell1":{"value":0,"max":0,"override":null},"spell2":{"value":0,"max":0,"override":null},"spell3":{"value":0,"max":0,"override":null},"spell4":{"value":0,"max":0,"override":null},"spell5":{"value":0,"max":0,"override":null},"spell6":{"value":0,"max":0,"override":null},"spell7":{"value":0,"max":0,"override":null},"spell8":{"value":0,"max":0,"override":null},"spell9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"spell0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"dnd5e":{"saveBonus":0}},"img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","token":{"flags":{},"name":"Sea Leviathan","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/token.webp","tint":null,"width":4,"height":4,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":20,"brightSight":20,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1S3Ip5engATsxBhE","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":475,"max":475},"bar2":{"value":21,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDczOGM0ZGE5YjEx","flags":{},"name":"Blister Pods","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

The leviathan regains hit points equal to any necrotic damage dealt by its attacks to living creatures. If this damage reduces a living creature to 0 hit points, the leviathan kills the creature by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MzNmNWExYjc0OGJk","flags":{},"name":"Gargantuan Strength","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

The leviathan's melee weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MWMyMWQ2ZDlkMTE2","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

If the leviathan fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YmU2MmY4ODE1N2Qx","flags":{},"name":"Nightmare of the Force","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YWJhOTQzMzJhYWRi","flags":{},"name":"Siege Monster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

The leviathan deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NTRhNTIyNGJjOGFh","flags":{},"name":"Sith-born","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NGVjYmU4NjVhMWUw","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NzA3ZDZkOWZiMGE1","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NzQyZTBlMDM4ZDIz","flags":{},"name":"Multiattack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

.

The leviathan can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MTJlZWU2YWQxODc5","flags":{},"name":"Tail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 26 (3d10+10) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"YTY0Njc4NDEwMWIw","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +18, Reach 5 ft., One target. Hit : 23 (3d8+10) kinetic damage plus 9 (2d8) necrotic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the leviathan can only bite the grappled target and has advantage on attack rolls to do so.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+10","kinetic"],["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"YWEyOTdkODIzZDgw","flags":{},"name":"Frightful Presence","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

.

Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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.

The leviathan creates three bolts of lightning from its blister pods, each of which can strike a target the leviathan can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 11 (2d10) lightning damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If a target would take 0 lightning damage from this attack, they do not take any necrotic damage from it either.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"MDg2NWY5YTdlMGU3","flags":{},"name":"Tidal Wave (Recharge 6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

.

While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up to 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 23 Strength saving throw. A creature takes 33 (6dl0) kinetic damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 23 Strength saving throw or take 27 (5d10) kinetic damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 23 Strength (Athletics) check to swim at all during that turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":16,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ODJlOGMwMWM3MDMx","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"I was telling them the tale of when you faced the giant terentatek on Kashyyyk. What a terrible beast it was.\" 

- An illusory Dooku, to Yoda

Terentateks were a species of hulking bipeds found on the arboreal planet of Kashyyyk that craved the blood of Force-sensitives.

Biology

Terentatek were large, brutish creatures covered in spines. Although similar to rancors, they were typically smaller than them. Their heads, crowned by a number of long spikes, featured two small eyes, a large mouth filled with sharp fangs flanked by two tusks, and a downward pointed chin. Their upper limbs ended in three clawed digits. The color of their rough-looking skin ranged from mottled-brown to blue with yellow patches.

Behavior

Terentateks hunted individuals sensitive to the Force to feed on their blood. Using their highly poisonous tusks and claws in combat, they were known for their viciousness. According to Count Dooku, however, they were not very intelligent.

History

Terentateks came from the forest floors of Kashyyyk, a planet of the Mytaranor sector, in the galaxy's Mid Rim. Some individuals believed that they derived from rancors transformed by the dark side of the Force, or that they were the result of some experiment by the Sith.

On one occasion, Jedi Master Yoda and his apprentice Dooku faced a terentatek. Years later, while Yoda was trying to pass through the Valley of Extinction without emotion and attachment, an illusory Dooku mentioned their encounter with the terentatek. At the time of the Galactic Civil War, the former Imperial senator and big game hunter Johhar Kessen owned a terentatek's head mounted as a trophy.

","public":""},"race":"","type":"aberration","environment":"","cr":9,"spellLevel":0,"xp":{"value":5000},"source":"Roll 20","class":""},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"his":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"rel":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0}},"traits":{"size":"lg","senses":"darkvision 60 ft., passive Perception 13","languages":{"value":[],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell1":{"value":0,"max":0,"override":null},"spell2":{"value":0,"max":0,"override":null},"spell3":{"value":0,"max":0,"override":null},"spell4":{"value":0,"max":0,"override":null},"spell5":{"value":0,"max":0,"override":null},"spell6":{"value":0,"max":0,"override":null},"spell7":{"value":0,"max":0,"override":null},"spell8":{"value":0,"max":0,"override":null},"spell9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"spell0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"dnd5e":{"saveBonus":0}},"img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","token":{"flags":{},"name":"Terentatek","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"33u5Rik9bWT0kLhJ","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":190,"max":190},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZjRhYmI5N2Q2MTY4","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","data":{"description":{"value":"

The terentatek has advantage on saving throws against force powers and resistance to damage dealt by force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"M2QyZTg0NGVjODUw","flags":{},"name":"Sith-born","type":"feat","img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","data":{"description":{"value":"

Dark forcecasters and Sith (species) have advantage on Animal Handling checks on Terentatek.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MjVlOWEzZGFhNjll","flags":{},"name":"Multiattack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","data":{"description":{"value":"

.

The Terentatek makes three attacks, once with its tusks and twice with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OGQ3YzkxNWMwYzZl","flags":{},"name":"Tusks","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 25 (5d8+3) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 2 (1d4) toxin damage per turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"YWRmZmM1M2RiYTIy","flags":{},"name":"Claws","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 20 (5d6+3) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 2 (1d4) toxin damage per turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"NTBlOWU1ZmZiNDE2","flags":{},"name":"Rock","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 30/70 ft., One Target. Hit : 17 (4d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":70,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NGVmNjgzM2Y1YzQ4","flags":{},"name":"Lightning Charge","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

At Higher Levels: This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["[[round((@{level} + 1) / 6 + 0.5)]]d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"ODQyYzU3MjYzOTRi","flags":{},"name":"Curse","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":12,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"ODI0NWY4Mzg4NTQ2","flags":{},"name":"Sap Vitality","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels: When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"NjZiM2E3NzA2YzIx","flags":{},"name":"Drain Vitality","type":"feat","img":"systems/sw5e/packs/Icons/monsters/010_-_Terentatek/avatar.webp","data":{"description":{"value":"

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

At Higher Levels: When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

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Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

","public":""},"race":"","type":"aberration","environment":"","cr":0.125,"spellLevel":0,"xp":{"value":25},"source":"Roll 20","class":""},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"rel":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0}},"traits":{"size":"med","senses":"darkvision 60 ft., passive Perception 17","languages":{"value":[],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell1":{"value":0,"max":0,"override":null},"spell2":{"value":0,"max":0,"override":null},"spell3":{"value":0,"max":0,"override":null},"spell4":{"value":0,"max":0,"override":null},"spell5":{"value":0,"max":0,"override":null},"spell6":{"value":0,"max":0,"override":null},"spell7":{"value":0,"max":0,"override":null},"spell8":{"value":0,"max":0,"override":null},"spell9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"spell0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"dnd5e":{"saveBonus":0}},"img":"systems/sw5e/packs/Icons/monsters/003_-_Flesh_Raider/avatar.webp","token":{"flags":{},"name":"Flesh Raider","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/003_-_Flesh_Raider/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"7KDAIAslUJ7Q9sDC","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":8,"max":8},"bar2":{"value":12,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTI3N2UzMDQ2ZTA5","flags":{},"name":"Blade Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/003_-_Flesh_Raider/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":10000},{"_id":"M2ExNDQ0ZDEyNmJj","flags":{},"name":"Feasting Bite (1/long rest)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/003_-_Flesh_Raider/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"OTljODQxZDNmYmQw","flags":{},"name":"Electroshock","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/003_-_Flesh_Raider/avatar.webp","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At Higher Levels: This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["[[round((@{level} + 1) / 6 + 0.5)]]d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"NWZmMGU0ZGQ3Y2I3","flags":{},"name":"Poison Dart","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/003_-_Flesh_Raider/avatar.webp","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels: When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NzgyNWU1YmY2OWZh","flags":{},"name":"Paralyze Humanoid","type":"feat","img":"systems/sw5e/packs/Icons/monsters/003_-_Flesh_Raider/avatar.webp","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

At Higher Levels: When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NGJhOTBiZWQyZjlj","flags":{},"name":"Truth Serum","type":"feat","img":"systems/sw5e/packs/Icons/monsters/003_-_Flesh_Raider/avatar.webp","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can’t speak a deliberate lie until the power ends.

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"spell"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000}]} @@ -462,3 +463,452 @@ {"_id":"z8MC9ToGOilSFvJs","name":"Rathtar","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":1,"min":3,"mod":3,"save":7,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"natural armor"},"hp":{"value":153,"min":0,"max":153,"temp":0,"tempmax":0,"formula":"18d10+54"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"speed":{"value":"40 ft","special":""},"spellcasting":"","prof":4,"spelldc":12,"spellLevel":0,"bar1":{"value":153,"min":0,"max":153},"bar2":{"value":16,"min":0,"max":0}},"details":{"alignment":"Unaligned","biography":{"value":"

\"What's a rathtar?\"

\"You want the scientific description? They're big and dangerous and ugly.\"

- Rey and Han Solo

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Twon Ketee

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

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The rathar's movement speed is not reduced while moving with a grappled creature.

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.

The rathtar can use its Consume and then make four flailing arm attacks. Alternatively, the rathtar can make four attacks: two with its grasping tentacles and then two with its bite.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 14 (4d6) acid damage at the start of each of the rathtar's turns. The rathtar's gullet can hold only one Large creature or up to two Medium or smaller creatures inside it at a time. If the rathtar takes 20 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target is grappled (escape DC 16) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has ten arms and can have up to four creatures grappled at a time.

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.

The rathtar moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. The first time the rathar enters a creature's space, the rathtar can make bite attack against that creature. If the attack misses, the creature is pushed 5 feet back or to the side of the rathtar, takes 9 (2d8) kinetic damage, and is knocked prone.

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Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage.

If the target is a Medium or smaller creature, it must also make a DC 17 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the rathtar. The rathtar has two grasping tentacles.

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Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At Higher Levels: This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels: When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

At Higher Levels: When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can’t speak a deliberate lie until the power ends.

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

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\"We got a couple unruly rontos that could use a steady hand. Can you handle that?\"

- Cobb Vanth, to Malakili

DesignationNon-sentient
ClassificationSaurian
Average height4-6 meters
Average mass1.675 kilograms
Skin color
  • Brown
  • Dark Brown
Homeworld

Tatooine

HabitatDesert
Diet

Herbivore

Rontos were four-legged saurian herbivores native to the desert world of Tatooine. Skittish yet gentle and strong, they were the favored pack animals and mounts of the indigenous Jawas.

Biology and appearance

A ronto was a huge saurian of imposing size and appearance. Standing on four legs, rontos had small eyes, pointed ears, and beak-like mouths.

Although well-suited to desert environments such as their indigenous homeworld of Tatooine, rontos required a great deal of water to survive. They shed heat through their skin, and the flap-like folds framing their faces, which they extended to cover their eyes during sandstorms.

Behavior

Although possessing an imposing size and appearance, rontos were skittish and easily startled. Easily domesticated, rontos were utilized by the Jawas as beasts of burden to haul cargo to and from trading posts, as well as mounts. These animals were loyal to their masters, and were both gentle and strong.

Rontos in the galaxy

\"If you can help us with the rontos, maybe the Hutt, you've got a place at Freetown. How's that sound, friend?\"

- Cobb Vanth, to Malakili

Rontos were popular among the Jawas of Tatooine, and became the favored pack animal of the species, which domesticated them as mounts and beasts of burden to carry cargo between trading posts. These rontos were seen making routine journeys to and from the desert planet's settlements, swaying under the weight of cargo or Jawa passengers. Rontos were seen in Mos Espa and were a common sight in Mos Eisley, where many were ridden by the spaceport's citizens. On one occasion during Luke Skywalker and Obi-Wan Kenobi's trip to the city, a reckless rider startled a ronto into rearing up and unseating his Jawa passengers, leaving one dangling from the reigns.

Grakkus the Hutt kept a menagerie of beasts in his palace on Nar Shaddaa, holding a ronto among his caged creatures at the time of Luke Skywalker's encounter with the crime lord during the Galactic Civil War.

During the early months of the New Republic, Cobb Vanth and Issa-Or owned two unruly rontos which required the steady hand of a beastmaster, and offered the job to Malakili after saving the former rancor tamer from the Red Key Raiders. Malakili accepted in exchange for payment and a homestead in Freetown.

During the war between the First Order and the Resistance, ronto meat was used to make ronto wraps and Ronto Morning Wraps, a dish served at Ronto Roasters in Black Spire Outpost on the planet Batuu.

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If the Ronto moves at least 20 feet straight toward a creature and then hits it with a Ram attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Ronto can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One prone creature. Hit : 22 (3d10+6) kinetic damage.

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Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At Higher Levels: This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels: When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

At Higher Levels: When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can’t speak a deliberate lie until the power ends.

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

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\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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The Ysalamir create a 10ft radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each Ysalamir standing inside it.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"MGYwOGI0NmRlNWRj","flags":{},"name":"Electroshock","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/141_-_Ysalamir/avatar.webp","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At Higher Levels: This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels: When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"OGZmNzMxYTEzNjM2","flags":{},"name":"Paralyze Humanoid","type":"feat","img":"systems/sw5e/packs/Icons/monsters/141_-_Ysalamir/avatar.webp","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

At Higher Levels: When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can’t speak a deliberate lie until the power ends.

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

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\"Why, you stuck-up, half-witted, scruffy-looking nerf-herder!\"

\"Who's scruffy-looking?\"

- Leia Organa to Han Solo

DesignationNon-sentient
Hair colorBrown
Eye ColorBlack
Distinctions
  • Strong body odor
  • Coarse, curly fur
  • Four curving horns
  • Long pink tongue
Homeworld

Alderaan

Arkanis

Jaresh

Lothal

HabitatFields
DietHerbivore (grazer)

Nerfs were a species of antlered, herbivorous mammal found all across the galaxy.

Biology

Nerfs were large quadrupeds characterized by their four, curved horns and shaggy coats of fur. The common nerf stood about 1.3 meters at the shoulder. Their mass of hair tangled easily, creating a perfect web for insects and foreign objects to cling to. Thus, they carried around a pungent odor. Nerfs often chewed their cud, creating excessive spittle that further added to their disgusting image. The spit was sticky, black in color, and near-impossible to remove from clothing. Their saliva also had acidic qualities, and could cause burns if it landed on exposed skin.

Male nerfs were generally larger and more aggressive than their female counterparts, with more pronounced horns. They were known to trample the young and batter the females. Because of this, males were kept separated from the rest of the herd.

In the wild, nerfs were common prey for predators such as manka cats and taoparis. They were often hunted by sentient beings such as the Gungans. Nerfs had unusually keen night-vision, helping them to spot nocturnal predators with ease.

Domestication

Nerfs originated on Alderaan and were raised on farms and in animal nurseries on planets such as Alderaan and Kashyyyk. Because of the nerfs' importance in the galaxy, they were exported from Alderaan and bred to exist on other worlds, specifically in the Core and Inner Rim, thus the nerfs did not go extinct when Alderaan was destroyed in 0 BBY. Nerfs were not commonly found beyond the Mid Rim, since most ranchers chose to breed and raise the less-troublesome bantha. Some planets developed efficient nerf production and monitoring programs, such as the Fennesa Nerf Herding Council.

Herders of the beasts—nerf herders—were well known for being as scruffy-looking and surly as their livestock. They would take the females and young out in the field to graze for weeks at a time, while the males ate harvested grasses back on the ranch. Although nerf herders were looked upon as lesser beings, their role in society was vital. Nerf-hide and fur was treated with chemicals and carded into sheets of wool for use in clothing, foot-wear, and furniture.

Nerf meat was among the most profitable in the galaxy, and nerf steak restaurants were commonly found in the Core Worlds. The nerf meat industry was a very important sector of the economy of planets such as Olanet. Some companies were dedicated to processing nerf meat, such as Haugg Nerf Industries, Grand Horn Ranch Corporation, and Davengatt's Double-Zed Nerf Ranch. Nerf meat was prepared and served in a variety of ways.

Subspecies

Because of the nerf's ability to easily adapt to harsh environments, several defined sub-species existed. Alderaan itself was home to two sub-species of nerf; the common plains nerf, and the leaner forest nerf. A number of nerf breeds were also found on the Tunroth Triumvirate worlds.

  • The Grizmallt nerf was exceedingly rare and could only be found on the planet Grizmallt. They bore a strong resemblance to eopies with antlers. In fact, their lean appearance and clawed distal digits led some xenobiologists to question whether or not the creature was in fact a true nerf.
  • The Mountain nerf evolved on Fennesa after being brought there by a group of colonists. The colonists allowed the nerfs to wander freely through the mountains, and they soon began hunkering down in caves. This made it difficult to capture them for shearing. Their spit was more acidic than the common nerf, and could cause burns on the skin if not promptly washed off.
  • The Wildernerf was, like its name suggests, a wild species of nerf native to a number of planets, including Noquivzor.
  • The Larkin nerf was a little-known subspecies native to Pii III.
  • The wooly-nerf.
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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

If the nerf moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"YTQ3YzQ0NWRkOTIz","flags":{},"name":"Spit","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/097_-_Nerf/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +2, Range 15/30 ft., One target. Hit : 2 (1d4) acid damage

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\"He could tear the horns off a reek with his bare hands.\"

- Han Solo on Grakkus Jahibakti Tingi

DesignationNon-sentient
Subspecies
  • Iridonian reek
  • Ithorian reek
  • Kashyyykian reek
Average height2,24 meters
Average length4,04 meters
Average mass1.100 kilograms
Skin color

Red and grey, with a secondary color decided by diet

Distinctions
  • One center horn
  • Two side horns
Homeworld
  • Ylesia
  • Codian Moon
HabitatGrassland
Diet
  • Herbivore
  • Omnivore (trained)

The reek was a large thick-skinned, horned, rhino-esque quadruped, native to Ylesia. Subspecies could be found on Iridonia, Kashyyyk and Ithor. They could also be found in ranches on the Codian Moon, Tatooine, and Saleucami.

Biology and appearance

Reeks were even-toed ungulates, herbivores by nature, but they were often fed meat for exhibition sport and executions. This turned their leathery skin crimson and made the reeks much more aggressive. Reeks were unable to survive on only meat, so they were given just enough plant matter to keep them healthy. This method was used by the Geonosians for their Execution Arena reeks. One in particular was about to execute Jedi Anakin Skywalker, but was briefly tamed by the Jedi with the help of the Force and was shot to death by Jango Fett. Yet another reek was tamed for General Grievous to ride on after his ship was shot down and crashed on the planet Saleucami.

All reeks, including subspecies, were normally brown in color and only changed depending on their diet.

Reeks were usually found in herds and resided in the mossy grasslands of Ylesia. They were very protective of their herds, fighting violently with intruders using their horns.

Subspecies

Reek were commonly exported to other worlds, causing them to adapt and become subspecies.

Iridonian reek

Another subspecies was the Iridonian reek. Reeks attracted the attention of the Zabrak when they developed interstellar travel. They saw reeks as excellent candidates for war mounts. Soon after, they were exported to Iridonia to be bred. Instead of giving them a meat diet, the Iridonian reeks were given a natural diet consisting of plant matter to keep them fierce and strong with natural vigor, and also turned a reek's skin gray. Adapted to Iridonia, their skin could resist sharp and blunt weapon attacks during battle. The Iridonian reek's horns were much sharper and longer than other reeks and were also decorated with tattoos similar to the tattoos a Zabrak was adorned with. Iridonian reeks were encouraged to fight for mates, making them less likely to buck or bolt in battle.

As the Zabrak advanced, the use of reeks in war declined. However, riding war mounts was still taught in most Iridonian military schools.

Ithorian reek

One subspecies, the Ithorian reek, was exported to Ithor. Their yellow skin color was attributed to their diet consisting of yellow flora and bafforr trees. They were used as plow animals by the Ithorians and were larger and stronger than those found on Ylesia. Their horns were also smaller because of the lack of hostility between reeks. Males and females were separated to reduce competition and to isolate mating periods.

The Ithorian reeks were wiped out during the Yuuzhan Vong War.

Kashyyykian reek

A highly uncommon subspecies was the Kashyyykian reek, also known as a ryyk to the Wookiees. The reeks on Kashyyyk died off as a majority due to the climate change and the predators, however, a select few did survive and then learned to thrive. The adaptations required to do so made the Kashyyykian reeks a much larger size than their cousins. Their horns became narrower, but longer and stronger, and there were one or two examples of the development of poisons beginning to be secreted at the tips.

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If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) kinetic damage. If the target is a Huge or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 24 (4d8+6) kinetic damage

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The Rishi eel is a predator native to the Rishi moon. They dwell in caves of the moon's canyons and have a mouth with four mandibles. They are one of several species of eel in the galaxy. Rishi eel blood is almost impossible to remove.

Rishi is a tropical planet in the Rishi system which is located in the in the Abrion sector of the Outer Rim Territories.


During the Clone Wars, the Confederacy of Independent Systems attempted to plunder Rishi's rich exonium mines.


Because of its close proximity to Kamino, Rishi was considered a last defense of the clone-producing planet.

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The eel can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 23 (3d10+7) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the eel.

A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the eel, and it takes 17 (5d6) acid damage at the start of each of the eel's turns.

If the eel takes 25 damage or more on a single turn from a creature inside it, the eel must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Yes… of pain he has learned much. Of knowledge, of teaching, he knows nothing.\"

- Kreia

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Sion, Lord of Pain

In the wake of the power vacuum that divided the Sith on Korriban, one notable Sith that emerged from the wreckage of Revan's Empire was Darth Sion. A twisted and broken shell of a man, Sion was a patchwork of thousands of fragments of his original body, which had been destroyed again and again over the years. His cracked and decaying body was held together by sheer force of will and the dark side of the Force; he used the constant intense pain and agony of his condition to fuel his power, his hatred, and his body. Sion fled Korriban, coming to Malachor V, where he found the Trayus Academy, and his new master, Darth Traya.

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The Sith Anathema is an 14th-level forcecaster. Its forcecasting ability is Charisma (power save DC 19, +11 to hit with force attacks) and it has 61 force points.

The Sith Anathema knows the following

force powers:

At-will: affect mind, denounce, force push/pull, saber reflect,

shock

1st-level: force body, force jump, phasestrike, wound

2nd-level: darkness, drain vitality, force throw, phasewalk

3rd-level: choke, force lightning, force suppression, sever

force

4th-level: drain life, force immunity, shocking shield

5th-level: improved phasestrike, improved phasewalk,

telekinesis

6th-level: crush, rage

7th-level: ruin

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When it casts a power that allows it to force creatures in an area to make a saving throw, the anathema can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

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When the anathema is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

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The Sith Anathema regains 15 hitpoints at the start of its turn, as long as it has 1 hit point.

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Whenever it deals damage, the Sith Anathema deals an additional 6 (1d12) damage, as long as it took damage since the start of its last turn.

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As an action, the Sith can gain resistance to energy and kinetic damage for one minute, or until it is reduced to 0 hitpoints.

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In response to an attack, the Sith Anathema can surround itself in force energy. Until the start of its next turn, the Sith Anathema adds 5 to its AC.

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.

The Sith Anathema makes two Lightsaber attacks and one Necrotic Strike attack.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 21 (6d6) necrotic damage.

The target must succeed on a DC 19 Constitution saving throw or have their hit point maximum reduced by an amount equal to the damage taken. Creatures that have their hitpoint maximum reduced to 0 by this attack are slain instantly.

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.

As an action, the Anathema can choose a point within 60 feet. Each creature of its choice within 30 feet of that point must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion. For each creature that fails this saving throw, a creature friendly to the Anathema within 30 feet of the point can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MWZmYWNmNGNkMTg5","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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.

Sith Blade Dancer can cast an at-will force power.

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.

Sith Blade Dancer makes one Doublesaber attack.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 16","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":4,"passive":15,"prof":1,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"sur":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","token":{"flags":{},"name":"Mandalorian Commando","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"0iBgNnq747avDKJa","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":72,"max":72},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWVkMzE1YzQzODg4","flags":{},"name":"Agressive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The commando has advantage on saving throws against being frightened.

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The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Activating or deactivating the jetpack requires a bonus action and, while active, the commando has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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The commando deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZDUxMWQ1MDUxMzM5","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"M2ZkNmNhNDQ0MjBl","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZThmZDdlNzhhMjY2","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MjZmMjY3NDQ3OTQ1","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The commando makes two weapon attacks and fires a jetpack rocket or uses their wrist flamer, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NDY4ZTZhODU5Zjll","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"NmQyM2U0NTk5YjM1","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"NWNiZWFlMGU1MTlk","flags":{},"name":"Fragmentation Grenade (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

.

The soldier throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZTdmNTEzOTdmNjYx","flags":{},"name":"Jetpack Rocket (1/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 11 (2d6+4) kinetic damage.

Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"N2E5YWI1YWVjZmQ2","flags":{},"name":"Wrist Flamer (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZTAwZjNmOTExYTM2","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"Watch out kid, this thing handles like a drunken bantha.\" 

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Average height2,5 meters
Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

Banthas were a species of large, hairy mammals with sharp, spiraling horns. They inhabited the desert planet Tatooine, though they were bred on many worlds throughout the galaxy. They were social herd animals, and were often domesticated, and used prominently, by Tusken Raiders as mounts and companionship—though they never killed them for their food or hide, a use utilized by many other species for products such as Bantha steak, butter and clothes or furniture.

Biology and appearance

\"Hello, Nara, you're looking well today.\" 

- Obi-Wan Kenobi

Banthas were large, quadrupedal mammals that averaged in height 2 to 2.5 meters. An adult's average weight was 4,000 kilograms, and they had extensive shaggy fur, which was brown or black in color. Both females and males of the species had a pair of spiraling horns that extruded from their skull and grew at a knob a year. Banthas possessed a wide mouth, bright, inquisitive eyes, and a large tail which dragged on the ground as they walked. They had wide, flat feet with four digits.

Behavior

\"What's the matter, Dolo? Why so sad?\" 

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

Banthas were easily domesticated, and were bred on many worlds throughout the galaxy. They were widely used as mounts. Their milk, which was distinctively blue, was drunk plain as well as being used in yogurt, ice cream, and butter. Their meat was used for dried jerky, steak, and burgers, and their dung was used as a fuel. Bantha-blood fizz was a sparkling drink made from purified bantha blood. Bantha hide could be mashed with grains to make Ardees, also known as Jawa juice. Their hide was also tanned and turned into clothes or furniture. Young banthas were known as calves.

The Tusken Raiders of Tatooine tamed and domesticated banthas, and they shared a close, almost mystical bond. Every boy had a male bantha and every girl had a female one. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas. Tuskens never harmed or ate banthas. Tuskens could also ride their banthas into battle.

The Kadas'sa'Nikto mechanic Neeku Vozo came from a long line of bantha herders.

Banthas in the galaxy

A common sight on Tatooine, banthas could be found wild, wandering the vast expanse of the Tatooine desert, or domesticated, under the ownership of Tuskens or in cities such as Mos Espa. They shared their name with the White banthas of Nelvaan.

Banthas were the subject of several slang phrases and insults. \"Bantha fodder\" (or \"Bantha poodoo\" in Huttese) was a phrase used as the equivalent of \"worthless\"; a person or thing deemed to have no value beyond something for a bantha to graze on, because of bantha food's unpleasant smell. \"Not give two bantha ticks\" (about something) meant to not care in the slightest (about something or someone), \"Son of a bantha\" was an insult, and \"A wild bantha chase\" meant a futile errand.

In 20 BBY, an LAAT/i gunship featured customized nose art of a flying bantha dropping a pair of bombs. During the same year, the rebels of Onderon owned a hunter cart with a bantha skull.

During the Imperial Era, Jedi—in—exile Obi-Wan Kenobi befriended a herd of Banthas. Two were named two Dolo and Nara, respectively.

By 5 ABY, Malakili, a former beastmaster for Jabba the Hutt, wore a lucky braid of bantha teeth and fur. Later in the same year, former slave Cobb Vanth had enlisted the help of a group of Tusken Raiders to drive a criminal syndicate called the Red Key Raiders away from Tatooine. The Tuskens rode into battle atop banthas. One such bantha was particularly large. The animal had an eye scarred over, fur matted with filth, and wounds with open bones and rusted gears.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":6,"powerLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 10","languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/019_-_Bantha_2C_Adult/avatar.webp","token":{"flags":{},"name":"Bantha, Adult","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/019_-_Bantha_2C_Adult/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"0ppH1TIPqW68ItPS","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":126,"max":126},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MWVjZmEzYzU1MmZj","flags":{},"name":"Trampling Charge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/019_-_Bantha_2C_Adult/avatar.webp","data":{"description":{"value":"

If the bantha moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OTY3NmMwYjg4ZTk5","flags":{},"name":"Ram","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/019_-_Bantha_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 25 (4d8+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"ODgwZWNmY2M2MmE1","flags":{},"name":"Talons","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/019_-_Bantha_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One prone target. Hit : 29 (4d10+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} +{"_id":"1Rhnk6KhKxEbHUa6","name":"Black Sun Vigo","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"heavy combat suit and light shield generator"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"13d8+39"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Black Sun

Black Sun held a massive amount of reach and inuence, extending its tendrils of corruption deep in the various\ngalactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was\njust the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its\ninformation networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to\nBlack Sun rivaled those belonging to a large planetary army, including foot soldiers.\n

\n\t\t\t\t\t

Below the leader of Black Sun were nine Vigos (Old Tionese for \"nephew\"). Each Vigo ruled over his or her own\nterritory and sector. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The vigo deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Manipulator that isn't incapacitated and the Manipulator doesn't have disadvantage on the roll.

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On each of the vigo turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The vigo makes two melee weapon attacks or two ranged weapon attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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The vigo exudes pheromones that allow it to manipulate and control nearby creatures. Every creature within a 20 ft radius of the vigo must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that do not breathe are immune.

While charmed the target seeks to assist the vigo by any means within its power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage and at the end of each of its turns the target can repeat the saving throw.

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\"These weapons of war would be awe-inspiring, if they were not so terrifying.\"

- Supreme Chancellor Palpatine, after the AT-TE's official unveiling

Manufacturer
  • Kuat Drive Yards
  • Rothana Heavy Engineering
ClassCombat walker
Width5,32
Length13,2 meters
Height5,02 meters
Cargo capacity10 tons

The All Terrain Tactical Enforcer (AT-TE), sometimes called a tank by clone troopers, was an all terrain assault walker developed for the Grand Army of the Republic (GAR) during the Clone Wars. The walker was used for numerous tasks including, but not limited to, transporting platoons of clone troopers on the battlefield and attacking enemy installations. The AT-TE's rear compartment contained computer hologram communication devices and space for troopers to stand during transportation. On the back end of the machine was a large door that allowed for quick deployment of troopers in a battle. Some versions of the walker were able to scale vertical cliffs, as evidenced in the Battle of Teth. The typical arsenal of an AT-TE included a top-mounted mass-driver cannon, along with six other laser cannons placed strategically around the outside of the vehicle.

AT-TEs were first used in action during the First Battle of Geonosis in 22 BBY during the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems. Due to the vehicle's success in the battle, Rothana designed numerous other walkers for use by the GAR. The walker served in countless battles across the galaxy and eventually became part of the Imperial Army after the transformation of the Republic into the Galactic Empire. The AT-TE was a precursor to the Empire's All Terrain Armored Transport.

Characteristics

\"Trampling target.\"

- An AT-TE driver

The AT-TE was a multi-purpose assault vehicle capable of tasks ranging from the transportation of clone trooper platoons around a battlefield to full-scale attacks upon enemy installations. The vehicle performed most admirably in support roles that involved providing immediate cover fire for battalions of soldiers. AT-TEs were often deployed in large numbers to overwhelm the enemy through sheer volume of firepower.

The rear internal compartment was cramped and contained a number of computer consoles which included a holographic communication system allowing for representations of commanders to be projected inside the vehicle. On the standard model, troopers were located in the forward and rear compartments with large doors present in the back which opened, allowing soldiers to exit the vehicle. A top door allowed a soldier to observe the battlefield from the top of the walker.

An AT-TE was impervious to ion damage due to built-in electromagnetic shielding. Its average speed was 60 kph (37.2 mph). This plodding pace allowed it to penetrate energy shields, a feat that was impossible for repulsorlift craft. Effective in numerous terrains and environments, some models of the walker were even capable of scaling vertical cliffs, similar to the later UT-AT transport. During the Battle of Bothawui, it was demonstrated that the AT-TE was even useful in space combat, when a contingent of the walkers were deployed onto asteroids to ambush a Separatist fleet. AT-TEs contained enough fuel to stride at full speed for over 500 kilometers and possessed enough scrubbed air and military rations to last its crew for three weeks out in the harsh conditions of the battlefield.

Seven specially-trained crew members were needed in order for the vehicle to function properly. The pilot, who was normally the AT-TE commander, worked the six legs of the walker, while a spotter who sat above the pilot utilized several sensor stations to ascertain the locations of hostile units and primary objectives. The spotter then had to relay this information to the four gunners nestled at gun stations within the heavily-armored hull of the walker. A final crew member had to sit behind the controls of the heavy cannon atop the AT-TE, partially exposed to enemy fire. Ten clone trooper passengers could be held in each section of the walker (20 total). In addition, an IM-6 battlefield medical droid was located in the back of the AT-TE for emergency medical treatment.

The largest weapon was the enormous mass-driver cannon. This cannon could be loaded with an array of heavy energy weapons and solid shells, depending on the specifications of the mission. The payloads of the gun could range from burrowing bunker busters to heat-seeking projectiles to sonic charges. Whilst its range was considerable, it had a comparatively slow rate of fire and variable accuracy.

Six smaller laser cannons were strategically placed along the vehicle. Four were located in a square pattern around the cockpit, while two more were placed in the rear to cover the flanks and help secure drop off points for the platoons contained within the walker. These troopers were essential to the survival of the AT-TE when the walker came under fire from enemy infantry units that were too small to be accurately targeted by the main cannons.

Regardless of its heavy armor, the AT-TE was not invulnerable. Due to weak points in the underbelly of the vehicle, a single direct hit by a rocket from a Hailfire droid was capable of disabling an AT-TE, and they were also highly vulnerable to air attacks. Its high silhouette made it easier to target by enemies. One of the more obvious design flaws was that it was low to the ground, so the turret gunner's protection of the vulnerable underside was limited. The low ground clearance of this vehicle also made it susceptible to mines exploding beneath it. This flaw was eliminated in the later AT-AT walker. AT-TEs could be constructed at mech factories.

Special sockets for the AT-TE were created on-board Acclamator-class assault ships. While any Republic spacecraft could transport these walkers through space, a variant of the LAAT/i gunship, the LAAT/c, had to be used to ferry these vehicles down to battlefields.

Variant models

A variant model of AT-TE was modified to carry additional vehicles. The rear-ward section of the walker could house two AT-RT walkers in storage configuration, along with their riders. These were then lowered onto the battlefield via a lowering platform, their legs unfolding after the disembarking and the AT-RTs could be deployed into battle in seconds.

Another AT-TE variant held facilities for a small mobile command center. This variant served a similar purpose to the later tracked PX-4 Mobile Command Base, commanding and coordinating the movements of columns of other AT-TEs. Additional models were produced throughout the Clone Wars as Rothana continued modifying their design. Stock AT-TEs were even capable of being upgraded to Heavy All Terrain Tactical Enforcers.

During the time of the Galactic Empire, some AT-TEs had parts of their rear side-armor removed, enabling embarked troops to shoot at enemies on the sides. This added to the vehicle's lateral defenses, but also increased their vulnerability to grenades and other short-range weaponry. Some Imperialized walkers had most of their top armor and offensive armament removed (such as the projectile cannon) so that they could be used to transport large amounts of cargo.

History

Republic use

The AT-TE design was inspired by the arctic horny whelmer of Rothana. The AT-TE was first built as a patrol vehicle for mining companies operating on distant worlds who were in need of a vehicle that could help maintain order. When war loomed and Rothana Heavy Engineering gained military contracts, they revised the design and modified it for combat duty. The Supreme Chancellor Palpatine, when the design had been officially unveiled, admitted to the KDY executives that the walker's design invoked terror.

In the years following the walker's success at the first Battle of Geonosis and other conflicts in the Clone Wars, Rothana created the AT-HE and AT-AT walkers to supplement the earlier design. They also began tweaking the AT-TE design itself, replacing standard legs with longer ones on some of the walkers, presumably to increase their gunners' line-of-sight and to more easily avoid obstacles. Similar walker designs included the UT-AT and the AT-OT.

During the Clone Wars, the AT-TE was used heavily in many campaigns, especially in the Outer Rim Sieges. In some campaigns, they were used in conjunction with AT-OTs and AT-APs. Clone troopers and Jedi generals would often refer to the AT-TEs as \"tanks\" when discussing deployment and strategic use.

A division of AT-TEs were deployed in the Republics defense of Christophsis. After the traitorous Slick destroyed some of the walkers in the Republics staging area, the division was left 3 Walkers down for the Republic's first engagement against the Separatist forces. They managed to fight of the first wave, but many walkers were destroyed and only a couple remained for the second wave. The Republic forces eventually won the battle, and fresh AT-TEs were deployed to the planet to support the regiments protecting the planet from future assaults.

Many AT-TEs were deployed for the Liberation of Ryloth campaign. As General Windu attempted a push to the capital city of Lessu, the walkers came under fire from enemy AATs. 3 walkers were destroyed, but Windu managed to save one of the drivers. The AATs were destroyed by the newly deployed Lightning Squad. As the General pushed into the city, the walkers provided fire support from the nearby ridge over-looking the city. After the Liberation, the remaining walkers took part in a special victory parade.

A number of Heavy All Terrain Tactical Enforcers unsuccessfully defended the energy refineries on Sarapin.

Whilst attempting to rescue the Guardian of the Kyber Crystal, Bolla Ropal, from Cad Bane in the Saleucami system, Admiral Yularen informed General Skywalker they were not prepared for boarding another ship because they had no boarding craft. Skywalker soon came up with a plan to use AT-TEs as landing craft to board the Bounty Hunter's ship utilizing their Zero-G capabilities. They were dropped from the lower hanger of General Skywalker's flag ship and used their magnetic feet to clasp to the enemy ship.

AT-TEs were used heavily during the second Geonosian Campaign. After facing greater anti-aircraft fire than first anticipated, Commander Jet told Cody to \"Get the Tanks Down!\". The LAAT/c's dropped the walkers in a circle formation, with LAAT/i's filling the gaps. This defensive circle made their position easier to defend. The Walkers fought off wave after wave of AATs and Geonosians until reinforcements arrived. AT-TE 636 provided cover fire for Waxer and Boil as they rescued General Obi-Wan Kenobi from his downed Gunship. Later in the battle, the AT-TEs were used to destroy the ray shield generator protecting Poggle the Lesser's new weapons factory. After this, the walkers were confronted by the new Separatist Super tanks, and proved no match for this new threat.

During the First Battle of Felucia, two AT-TE's were used to fight alongside a Juggernaut that was the command vehicle of Jedi Commander Ahsoka Tano. The vehicles were lost to enemy fire, though General Skywalker managed to rescue his Padawan and most of her men.[28] Later, the droids mounted a second assault on Felucia. AT-TEs provide fire support from afar for the Republic forces assaulting the Droid Camp.

After the end of the Clone Wars, the newly self-declared Emperor Palpatine favored and authorized the use of newer — and more destructive — war vehicles.

Imperial use

During the Galactic Civil War, surviving AT-TEs were still used by the Empire, mainly in campaigns in the Outer Rim Territories. The walkers no longer held a primary status in military campaigns, but were sometimes used for additional fire-support alongside larger assault vehicles, including AT-AT walkers and Juggernaut tanks.

Some were deployed onto backwater worlds like Maridun and Jabiim, where they were used only for logistical purposes and not as front-line combat vehicles. Many of those walkers were adapted to fit new mission roles and planetary environments. The walkers were still used for front-line combat on more remote, less technologically advanced worlds like those in the Atoan system.

In addition to active service in the Empire, some AT-TEs also found their way into the storehouses of the Restored Empire.

Other uses

Aside from the Empire, the AT-TE had found itself in the usage of some criminal gangs. One particular instance was a Weequay gang at the Sriluur spaceport who had somehow managed to get a hold of one, and proceeded to use it to extort payments from visiting spacers. This particular model ended up significantly damaged by Han Solo and his first mate Chewbacca, who proceeded to blow off its back legs via a concussion missile. Solo later recounted this event when reviewing the field manual for the Imperial Military, the Imperial Handbook: A Commander's Guide.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The AT-TE is Immune to Ion damage.

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The outer layer of the AT-TE is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the AT-TE takes no damage from that attack. If the AT-TE takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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Creatures of Medium size or smaller can stand in the AT-TE's space.

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The AT-TE can transport a maximum of 20 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-TE.

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The AT-TE's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The AT-TE makes four attacks: one with its laser cannon volley and three with its medium repeaters.

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The AT-TE chooses a point within 240 ft and lets loose a blast from its heavy laser cannon that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 16 Dexterity saving throw, taking 33 (6d10) energy damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +8, Range 120/240 ft., One target. Hit : 19 (3d10+3) energy damage

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Ranged Weapon Attack +8, Range 120/240 ft., One target. Hit : 19 (3d10+3) energy damage.

The AT-TE makes a single attack with its medium repeaters.

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The AT-TE mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers. These troops appear in any unoccupied spaces within 10 feet of the AT-TE.

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DesignationNon-sentient
Homeworld
Naboo
Habitat
Swamp

Zalaacas were swift, intelligent, and fierce omnivores native to the Gungan swamps of Naboo.

Rather little was known about their habits. They seemed to dwell primarily in woody uplands, yet were strong swimmers. Narglatch would not attack adult-sized zalaacas.

Zalaacas had excellent nocturnal eyesight. They also had grinding molars and slicing tusks to help rip apart prey. Male zalaacas were colored blue and yellow while the females were just blue. Zalaacas also had sharp claws, fetlock spikes, and a finned tail for swimming.

A Gungan rite of passage was to capture a foal with the intent of training it as a cavalry mount - extremely dangerous, and not often successful. As zalaacas were the natural enemy of the kaadu, this was a test of courage for both mount and rider.

A fully trained Zalaaca, while rare, made a vicious but loyal war mount, protecting its rider with its strength and savagely attacking the enemy. Riding a zalaaca standing up was the ultimate test of ridership.

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As a bonus action, the zalaaca can move up to its speed toward a hostile creature that it can see.

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The zalaaca has advantage on Wisdom (Perception) checks that rely on sight.

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The zalaaca can make two bite attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d12+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} +{"_id":"1eAImjOze5aYFmEM","name":"**The Father, Avatar of Balance","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":24,"proficient":0,"min":3,"mod":7,"save":7,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":27,"proficient":0,"min":3,"mod":8,"save":8,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":23,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"20","min":0,"formula":"unarmored defense"},"hp":{"value":332,"min":0,"max":332,"temp":0,"tempmax":0,"formula":"24d12+140"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","speed":{"value":"30 ft","special":"fly 30 ft"},"prof":8,"powerdc":16,"powerLevel":0,"bar1":{"value":332,"min":0,"max":332},"bar2":{"value":20,"min":0,"max":0}},"details":{"biography":{"value":"

The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Balanced","species":"","type":"force entity","environment":"","cr":25,"powerLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weapons"},"dr":{"value":["cold","lightning","necrotic"],"custom":"Kinetic, Ion, And Energy Damage From Enhanced Weapons."},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","poisoned","paralyzed"],"custom":"Exhausted"},"senses":"truesight 120 ft., passive Perception 18","languages":{"value":[],"custom":"All, Telepathy 120 Ft."}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":8,"passive":22,"prof":4,"total":12},"itm":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"nat":{"value":0,"ability":"int","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":6,"passive":20,"prof":4,"total":10},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","token":{"flags":{},"name":"The Father, Avatar of Balance","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1eAImjOze5aYFmEM","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":332,"max":332},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZGQ1NmJhODFmNjUw","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

While in his humanoid form, the Father adds his Charisma modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NjYzZjI5MDUwMjM3","flags":{},"name":"One with the Force","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Father cannot be moved against his will. He has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MmVlMWIyOWY0NDQ2","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

Innate Forcecasting The father's forcecasting ability is Wisdom, (power save DC 23, +15 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, force push/pull (cast as a 17th level forcecaster), force throw (cast as a 5th level force power)

5/Day Each: force suppression, telekinesis

3/Day Each: eruption, project, telekinetic burst

1/Day Each: earthquake, whirlwind

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"N2QxODQxYzVlNTE4","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Father has advantage on saving throws against universal force powers, If the Son and Daughter are within 60ft of him, the Father also has advantage on saving throws against Dark/Light side powers respectively.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OGNiMTM0ODkxNDhj","flags":{},"name":"Enhanced Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Father's force powers are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YThjMWJlMTQwYjc2","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

If The Father fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZjVlYmJhOGMzOWNj","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NGQyODhmYmNlNjU3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Father casts push/pull twice, or he casts push/pull once and makes a Force Grip or Force Slam attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"N2M1ODc5MmZhYzQw","flags":{},"name":"Force Grip","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

If the father has successfully affected a creature with Force push/pull or Telekinesis, he can use one of his attacks to target the affected creature again. The target must make a Strength saving throw (DC 23). On a failure, the target becomes restrained and grappled by the Father who can only have one target grappled this way. A grappled creature may use their action to attempt to escape the force grip by succeeding at a Strength saving throw (DC 23).

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YTM2MTg4Y2I4ZWFj","flags":{},"name":"Force Slam","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The Father slams a creature grappled by Force Grip. A grappled creature must make a Strength saving throw (DC 23). On a failure, the creature takes 105 (30d6) kinetic damage. On a success, the creature escapes the grapple.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"MmNjNzU3ZTNhYmI0","flags":{},"name":"Will","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The Father targets one creature he can see within 120ft. That target must succeed on a Wisdom saving throw (DC 23), unless the target is incapacitated, it can avert it's attention to automatically succeed the save. If the target does so, they can't see The father until the start of his next turn, if the target again focuses on the father in the meantime, it must immediately make the save.

If the target fails the save, it suffers from one of the effects below (Father's choice or at random).

1. Beguiling Will The target is stunned until the start of The Father's next turn.

2. Commanding Will The target is charmed until the start of their next turn. As part of this action, The Father shouts a verbal command, and if the target fails his save he uses his actions, movement, and reactions as determined by the command. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success.

3. Suppress Will (Recharge 6) The target immediately loses concentration on any force powers they had active, and suppresses any force power effects they were benefiting from. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success. While this effect remains active, the target cannot cast force powers or benefit from any force effects including racial and class features that rely on the force (such as force sight, guardian auras, and sentinel ideals). (While concentrating on ths effect, the father cannot use his Controling Will Legendary action until the start of his next turn.)

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"OWUxYmY1MmM4MTMx","flags":{},"name":"Quick Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The father can cast one of his At Will force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NWI5MTc0MzRkMWEy","flags":{},"name":"Controling Will","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The father uses his Will action, choosing from either his Beguiling Will or Commanding Will options.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"OGI2YWMwM2VmODI5","flags":{},"name":"Force Step","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The father teleports up to 60 feet into an unoccupied space he can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000}]} +{"_id":"1hFSSpeDLQSKfnpn","name":"Mandalorian Captain","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"composite armor"},"hp":{"value":150,"min":0,"max":150,"temp":0,"tempmax":0,"formula":"20d8+60"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","speed":{"value":"30 ft","special":"fly 30 ft"},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":150,"min":0,"max":150},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the captain can move up to its speed toward a hostile creature that it can see.

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The captain has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NjFjZDY3MDYwYzY3","flags":{},"name":"Close Quarters Shooter","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Creatures provoke an opportunity attack when they move to within 15 feet of the captain, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZjFlYzY0OWI0ZDEz","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NmIxNzM4OWViZWY1","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the captain has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjAxNDNhZWIwMDhk","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZGNmZGY0YmY1YmUy","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the captain adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MmIxZTc0MzE5N2U5","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"M2U3MDBmY2I1ZWY1","flags":{},"name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YzI3YTQ4ZWU2OTZm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The captain makes three weapon attacks with its heavy pistol and can make two offhand heavy pistol attacks as a bonus action, or fires a jetpack rocket and uses their wrist missile or wrist flamer, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"YjIwNTkxOTU1MGY3","flags":{},"name":"Heavy pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"YzkwMmRhODY5OTdj","flags":{},"name":"Offhand Heavy pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"YWM4ZmUwZjcyYzRl","flags":{},"name":"Jetpack Rocket (1/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 14 (3d6+4) kinetic damage.

Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"ODZjNzg2MjQ5MDBi","flags":{},"name":"Wrist Flamer (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"NDk5OGQ0MjMyN2Zh","flags":{},"name":"Wrist Missile (3/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 120 ft., One target. Hit : 11 (2d6+4) kinetic damage.

Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":150000},{"_id":"YzM4YTA0YjIzNTM5","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"MmRhOTNlMWVlMTA5","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000},{"_id":"MzkxNjhhNGJlZmQ1","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000}]} +{"_id":"1jDH0p4SOWhy2Oyx","name":"Fire Breather","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":178,"min":0,"max":178,"temp":0,"tempmax":0,"formula":"17d10+85"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","speed":{"value":"fly 60 ft","special":""},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":178,"min":0,"max":178},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Fire Breather is a huge leviathan with tough hide\nand natural chemicals that are manipulated by the\nYuuzhan Vong for use as a heavy support organism.\n

\n\t\t\t\t\t

These deadly war beasts have exible proboscises\nthat spew streams of gelatinous ame, pores that\nexhale anti-laser aerosols, and hides thick enough to\nwithstand all but a blast from a turbolaser.\n

\n\t\t\t\t\t

The liquid ame is created through a unique\nchemical reaction caused by the mixture of methane,\nhydrogen sulde, and a mysterious substance deep\nwithin the guts of the Fire Breather. The beasts are\noften deployed for clearing out entrenched enemy\npositions. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The fi\u0000re breather makes two tentacle attacks and one fl\u0000ame sweep attack per round.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 18 (3d8+5) kinetic damage plus 7 (2d6) fire damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 17) and takes 9 (1d8+ 5) \u0000re damage at the start of each of its turns until the grapple ends. The Fire Breather can have up to four targets grappled at a time.

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Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 5d6 \u0000re damage on a failed save, or half as much damage on a successful one. The \u0000re ignites any \u0000flammable objects in the area that aren’t being worn or carried

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The Fire Breather exhales \u0000re in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (l6d6) \u0000re damage on a failed save, or half as much damage on a successful one.

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 4 (1d4+2) ion damage

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The jawa throws a grenade at a point it can see within 20 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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Kell dragons are quadrupedal predators sometimes utilized in disposing of captives by crimelords and Dark Jedi.

Biology and Appearance. Kell dragons are hardy creatures related to the much larger krayt dragons indigenous to Tatooine, and like their larger cousins, are most comfortable in deserts. The squat, scaly reptilians walk on four three-clawed legs. Their roughly triangular heads hold piercing yellow eyes, and jaws that are filled with sharp teeth that jut out when their mouths are closed. Three rows of spikes run down the beasts' backs to the ends of their tails.


Behavior. Kell dragons generally attempt to neutralize their targets by biting with their toothy jaws. They can jump forward in order to deliver bites to particularly elusive prey.


History. During the Galactic War, Dread Master Styrak had a pet kell dragon on the planet of Darvannis.


A number of kell dragons lived on Ruusan. While rare, they were the planet's most dangerous predator, and were found most commonly near the fabled Valley of the Jedi. There, they posed a threat to both archaeologists and those attempting to make a pilgrimage to the Valley. No one knew if they were indigenous to the world or had been introduced by the Sith.


Jabba the Hutt kept several as pets aboard the Star Jewel, and would feed prisoners to the kell dragons for entertainment. Kyle Katarn was intended to be the victim of Jabba's favorite dragon, but the mercenary was able to defeat the beast with his bare hands. Upon escaping the dragon's den and retrieving his weapons, he proceeded to exterminate Jabba's entire complement of the beasts in his search for Rebel agent Jan Ors.


The Dark Jedi Jerec had one kell dragon in captivity at his private palace at the city of Barons Hed.

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As a bonus action, the Kell Dragon can move up to its speed toward an enemy that it can see or hear. It must end this move closer to the enemy than it started.

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The Kell Dragon can breathe air and water.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Kell Dragon makes three attacks: one with its bite, and two with its claws.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 19 (3d8+6) kinetic damage.

The target must then succeed on a DC 18 Strength saving throw or be grappled. Grappled creatures take an additional 4 (1d8) kinetic damage when hit with a melee attack from the Kell Dragon. Grappled creature can escape the grapple as an action on their turn by making a DC 18 Strength check.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage

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The Kell Dragon swipes with its claws in a 10-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) kinetic damage on a failed save, or half as much damage on a successful one.

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The dark lord has advantage on saving throws against force powers.

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The dark lord is an 18th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The

dark lord knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, force body, hex

2nd-level: battle meditation, darkness, phasewalk

3rd-level: force lightning, force suppression, sever force

4th-level: dominate beast, force immunity, shocking shield

5th-level: improved battle meditation, improved phasewalk,

telekinesis

6th-level: force chain lightning, improved force immunity

7th-level: force lightning cone

8th-level: master force immunity

9th-level: force storm

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"YTkyNTNjYzhjZDhh","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","data":{"description":{"value":"

.

The sith betrayer casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NGQ4NzM3YmEwMDcw","flags":{},"name":"Saber Storm","type":"feat","img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","data":{"description":{"value":"

.

The sith betrayer makes a saber storm attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"Nzc4ODljMDdjZDNi","flags":{},"name":"Forcecasting (1 legendary action per power level)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","data":{"description":{"value":"

.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZDI3YTk1ZDRkNGFh","flags":{},"name":"Destroy the Force (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","data":{"description":{"value":"

.

The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":2,"powerLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 14","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","token":{"flags":{},"name":"Mandalorian Initiate","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"2JHY8DiDgkhFTIDy","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":33,"max":33},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjVmNGEwNWU0NWZh","flags":{},"name":"Agressive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

As a bonus action, the initiate can move up to its speed toward a hostile creature that it can see.

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The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NzAyZWVmY2I1M2M4","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

The initiate deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NGQyZjU2ODcxMjhm","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YzAxOTM5ZjU4MTUx","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The initiate soldier makes two weapon attacks.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"OGY2NTExZGNjMGE1","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"MjIyOGUzOWFlY2Qw","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"You've fought against it, you know its weaknesses, and more importantly, you know what a killer it can be. Men, meet the newest addition to the Stormtrooper Corps.\"

- Stormtrooper commander TK-342 prior to the Battle of Ghorman

ManufacturerBaktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Width3,05 meters
Height
1,98 meters (without antenna)
Mass337 kg
GenderMasculine programming

The DSD1 dwarf spider droid, also known as the burrowing spider droid because it was first used to destroy opposition in narrow mine shafts, was a battle droid manufactured by the Commerce Guild to support the cause of the Separatists.

Characteristics

The DSD1 was similar in function to a typical combat vehicle. It was also used to punish customers who had declined to pay their taxes to the Commerce Guild.

Its main weapon was a long central blaster cannon mounted on its dome that was capable of firing either rapid anti-personnel rounds, or slower high-intensity blasts that could destroy light vehicles. The droid's small frame and four all-terrain legs made it suitable for warfare in dangerous mines, and the adjustable legs let it attain better elevation for the blaster cannon. Its legs were able to walk straight up and down walls and narrow cliffsides. However, because of the fixed laser cannon, it could not turn around to track enemies, thus making it inferior to speedy targets. Also, the length of this cannon sometimes hindered it in confined areas, a weakness that Anakin Skywalker exploited on Escarte.

The droid communicated in a beeping language similar to Binary. It seemed to have basic emotions, such as frustration, as demonstrated on Escarte and Teth. They didn't do anything they predicted would harm them.

History

During the Clone Wars, dwarf spider droids were used on the front lines, in front of platoons of battle droids and other Separatist droids. They were notably used during the Battle of Teth, using their laser cannons to hit the feet of the AT-TE walkers, causing the walkers to fall down the cliff. During the Second Battle of Felucia, there was a large group of them inside the Separatist base, presumably as a nasty surprise to the Republic troops that got in. The dwarf spider droid also worked in conjunction with the larger OG-9 homing spider droid and could operate as an armored scout exploring the battlefields. Infrared photoreceptors and powerful scanners enabled the droid to survey the terrain and relay target data back to the Homing spider droid.

When it identified a target, it sent a tracking message through a digital channel from its head-mounted aerial to the homing spider droid, which then moved toward the signal to deliver the killing blow. It also featured a self-destruct mechanism. If a clone unit moved in to destroy the droid, it would usually self-destruct, destroying any enemy/enemies around it.

Several variants of the dwarf spider droid saw action during the wars, including an amphibious model, designed for water-filled terrain such as marshes, swamps or wetlands, equipped with a larger gun, but could not float, as well as two heavily armored variants—the heavy dwarf spider droid and the advanced dwarf spider droid. Delta Squad encountered many advanced dwarf spider droids on their missions including 2 during the Battle of Geonosis, and several during the Battle of Kashyyyk, where they were used to counter the Republic's All Terrain Recon Transport units.

Though most Separatist war vehicles were deactivated after the end of the Clone Wars, the dwarf spider droids were recommissioned through Imperial command and used by the Galactic Empire to enforce the submission of former Separatist worlds, fighting against the remnants of the very government that once used them, with the Stormtrooper Corps using the droids as their mechanical attack dogs. They would remain utilized throughout the Empire's reign, and it was not uncommon to see these droids alongside stormtroopers at Imperial checkpoints.

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The spider droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The spider droid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 9 (1d12+3) energy damage

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The spider droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 9 (1d12+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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When the spider droid is reduced to half of its hit point maximum and is within 20 feet of a hostile creature, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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Once per turn, the Killik can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 30 feet of an ally of the Killik that isn't incapacitated

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Killik makes two weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d8+4) kinetic damage

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\"Ever heard of the Trillia Massacre?\"

\"No.\"

\"Good.\"

- Finn and Rey

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Trillia

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Dwarf rathtar was a subspecies of rathtar found on Trillia. They were involved in an incident known as the Trillia Massacre.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":"Poisoned, Prone"},"dr":{"value":["poison"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"blindsight 60 ft., passive Perception 11","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":2,"ability":"dex","bonus":0,"mod":0,"passive":16,"prof":6,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/108_-_Rathtar_2C_Dwarf/avatar.webp","token":{"flags":{},"name":"Rathtar, Dwarf","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/108_-_Rathtar_2C_Dwarf/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"3GYLdNERRbVGZwbt","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":114,"max":114},"bar2":{"value":15,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2I5MDJiNmI3NGFj","flags":{},"name":"Spider Climb","type":"feat","img":"systems/sw5e/packs/Icons/monsters/108_-_Rathtar_2C_Dwarf/avatar.webp","data":{"description":{"value":"

The rathtar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YzI0ZWM0ZmViYjFj","flags":{},"name":"Grasping Arms","type":"feat","img":"systems/sw5e/packs/Icons/monsters/108_-_Rathtar_2C_Dwarf/avatar.webp","data":{"description":{"value":"

The rathtar can have up to eight arms at a time. Each arm can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying an arm deals no damage to the rathtar, which can extrude a replacement arm on its next turn. An arm can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZWQyMmZmZTc0MTkw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The rathtar makes four flailing arm attacks, uses Reel, and makes one attack with its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YTgzZWJlZDQ4MDkx","flags":{},"name":"Flailing Arms","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/108_-_Rathtar_2C_Dwarf/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 15 ft., One target. Hit : 6 (1d4+4) kinetic damage.

The target is grappled (escape DC 15) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has eight arms and can have up to four creatures grappled at a time.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NmNlMDEyMWRmMTlk","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/108_-_Rathtar_2C_Dwarf/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"NDQ3NGE0YjI1MDIx","flags":{},"name":"Reel","type":"feat","img":"systems/sw5e/packs/Icons/monsters/108_-_Rathtar_2C_Dwarf/avatar.webp","data":{"description":{"value":"

.

The rathtar pulls each creature grapples by it up to 15 feet straight toward it.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor deals double damage to objects and structures.

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The rancor makes three attacks: two with its claws, and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (8) kinetic damage

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Ranged Weapon Attack +8, Range 60/240 ft., One target. Hit : 21 (3d10+5) kinetic damage.

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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As a bonus action, the cheiftain can move up to its speed toward a hostile creature that it can see.

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The chieftain makes two gaffi stick attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Ranged Weapon Attack +3, Range 150/600 ft., One target. Hit : 6 (1d10+1) kinetic damage

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Each creature of the chieftain's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the chieftain's next turn. The chieftain can then make one attack as a bonus action.

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\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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The Ysalamir create a 10ft radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each Ysalamir standing inside it.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\"I still remember seeing the starship. It roared like a Gorax in the sky, trailing smoke and flame.\"

- Treek

DesignationSemi-sentient
ClassificationHumanoid
Distinctions
  • Giant size
  • Highly sensitive hearing
HomeworldEndor
HabitatMountains

Gorax were a species of seldom-seen giant humanoids native to the mountains of Endor. They sometimes attacked the villages of the Ewoks, who were among the sentient inhabitants of the moon.

Biology and appearance

The Gorax were humanoids of gigantic proportions. One particular specimen was more than five times taller than Luke Skywalker, a human who measured 1.72 meters. A Gorax's ocher skin was covered in thick, matted dark fur, except on the face, hands and feet. Its head featured two forward-facing eyes with bushy brows, a mouth full of sharp fangs, and slit nostrils. Its limbs terminated in four fingers, including an opposable thumb. All of these digits ended in sharp nails. In his hand-drawn map of Endor, however, the Ithorian artist Gammit Chond depicted a Gorax with three-fingered hands, and feet with two large toes. Their large ponted ears offered them a highly sensitive hearing.

Gorax had immense strength; they were capable of uprooting a large tree effortlessly with both hands.

Behavior and intelligence

Gorax lived in mountainous areas and rarely showed themselves. Although they mostly behaved like savage animals, they displayed a capacity to use objects as crude tools—for example, using an uprooted tree as a blunt weapon. Moreover, some wore crude pieces of clothing, like a sash made of furs and skulls, or a belted loincloth.

History

The Gorax dwelled on Endor, a forested moon of the Outer Rim Territories that orbited a planet of the same name. Occasionally, they emerged from their habitat to attack the villages of sentient Ewoks who also lived on Endor. The Ewoks of Bright Tree Village posted watchers in the forest canopy above their homes to look out for such marauding Gorax.

When Chief Buzza still led Bright Tree Village, a male Gorax lived near Mount Krana. Makrit, the village's shaman at the time, had come to worship the giant, whom he called \"Great Devourer.\" Makrit intended to sacrifice kidnapped woklings in the Gorax's honor, but ended up being eaten instead.

In 4 ABY, the Gorax traps the Bright Tree Ewoks set up as a defense were re-purposed for taking out the All Terrain Scout Transport units deployed by the Galactic Empire during the Battle of Endor. Shortly after the battle, Luke Skywalker and Leia Organa helped the Ewoks Kneesaa and Wicket stop a rampaging Gorax by resetting those traps.

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The gorax has advantage on Wisdom (Perception) checks that rely on hearing.

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Any creature other than a gorax that starts its turn within 10 feet of the gorax must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any gorax for 1 hour.

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While in sunlight, the gorax has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The gorax makes two greatclub attacks.

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Melee Weapon Attack +9, Reach 5 ft., One Medium or smaller creature. Hit : 26 (6d6+5) kinetic damage.

The target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the gorax moves.

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Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Ranged Weapon Attack +9, Range 60/240 ft., One target. Hit : 28 (4d10+6) kinetic damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

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\"Most impressive is the AT-RT, yes?\"

- Yoda

Manufacturer

Kuat Drive Yards

ClassCombat walker
Cost

40.000 credits (new)

24.000 credits (used)

Length2,9 meters
Height3,2 - 3,45 meters
Cargo capacity20 kg

The All Terrain Recon Transport (AT-RT) was a one-man bipedal walker used for reconnaissance and patrolling, first by the Grand Army of the Republic during the Clone Wars, and later on by the Galactic Empire and Alliance to Restore the Republic and was made by Kuat Drive Yards.

Characteristics

One of several precursors to the AT-ST walker, the AT-RT was 3.2 meters tall and 2.9 meters long, with a saddle-like seat for a single clone trooper driver. Its open cockpit design made the driver especially vulnerable to sniper fire, a notable flaw, but low costs and good visibility of the battlefield made up for this shortcoming. While other walkers like the AT-PT eliminated the flaw of the exposed driver position, the AT-PT was slower, and this made the AT-RT competitive with the former as it was capable of tremendous speeds and could also leap quite a distance thanks to its light construction.

The recon walker was equipped with a nose-mounted repeating blaster cannon and mortar launcher, both of which made the walker a formidable anti-infantry unit, although a group of five walkers could easily overpower a single AAT. The AT-RT was fitted with a motion detection scanner and sensor equipment capable of providing Forward Command Centers with updated situation reports from the battlefield.

AT-RTs could be deployed to the battle field in various ways. They were usually deployed from landed Acclamator-class assault ship, but this wasn't always practical for size reasons. When this occured, they could be deployed by LAAT/is, 1 per gunship stored on the speeder bike ramp, 2 could be carried if the crew bay was empty.

The walkers could also be deployed from modified AT-TEs with special cargo lifts in their back section. They could transport 2 Walkers and their riders. ARF Troopers were known to pilot these walkers.

History

Due to its light construction, AT-RT walkers were especially vulnerable to heavy weapons. This led many commanders to use them in fast scout packs, such as Lightning Squadron, a team that consisted of ten ARF troopers specially trained to operate AT-RTs. They were also used in the role of civilian (police or militia) support. Commonly, these walkers operated as picket and pathfinder units.

AT-RT walkers were used on several worlds during the Clone Wars. In the Battle of Christophsis, three AT-RTs made a gallant charge into the advancing enemy lines, 2 were destroyed, and it is unknown if the last walker and it's rider returned. Prior to the battle, they were stored in the Republics forwards command center, but many were destroyed when the traitorous clone trooper Slick sabotaged the base.

In the Battle of Ryloth, AT-TEs got trapped on ridge by AATs firing at their position. Mace Windu ordered the deployment of Lighting Squad. The squad and their walkers were deployed from specially adapted AT-TE with lifts in their rear section. Led by General Windu, the squad advanced on the enemy tanks, the walkers were too fast for the tanks and outflanked them easily, which allowed Lightning to attack the tanks from behind targeting their weak spots.

Shortly after the skirmish, Windu took two Advanced Recon Force troopers, Razor and Stak, to Cazne to find the freedom fighters of Ryloth, after encountering a droid patrol they met up with Cham Syndulla, the leader of the resistance. After the leader of the resistance agreed with Senator Orn Free Taa to ally themselves with the Republic forces, the Syndulla and Windu came up with a plan to take the occupied city of Lessu. Mace Windu stowed away inside an MTT headed for the City, as they were crossing the bridge, however, they were detected by the Droids. The Jedi made a break for the end of the bridge while AT-RTs and AT-TEs along with the Ryloth Resistance provided cover fire from the ridge over-looking the bridge. After fighting off the droids, the force made its way across the bridge, the AT-RTs took out the Tank guard then made their way into the city.

In the Battle of Kiros, AT-RTs were deployed by the 501st. These were later used by Anakin Skywalker and Ahsoka Tano to find the bombs hidden around the city. After defeating the droids guarding each bomb, they managed to disarm them.

Many AT-RTs of the 501st were deployed on Umbara when trying to capture the capital city. When beginning their assault on the surface, the walkers were launched from the back of LAAT/is. The walkers were ideal for the rough, uneven terrain of the planet, and because of their size could move through the thick forested areas with relative ease. However, they were no match for the hi-tech armaments of the Umbaran separatists, and were easy pickings for the likes of the Umbaran hover tank.

As with the Umbaran Campaign, great numbers of these walkers were deployed for Battle of Kashyyyk, and were later used in an attempt to track down Jedi Master Yoda following the execution of Order 66. They also saw action on Outer Rim planets such as the conflicts on Utapau and Mygeeto.

Units of this type were also used during the Battle of Rishi.

These light-weight walkers would also be utilized in the attack on the Jedi Temple. Over a year later, during an attempt by ex-Jedi Fy-Tor-Ana and Ferus Olin to retrieve a cache of lightsabers from the occupied Temple, AT-RTs would back up teams of stormtroopers that were hunting them. However, it appeared that the AT-RT was phased out in favor of the AT-ST. Nonetheless, it was considered preferable to the 74-Z speeder bikes, especially by various notable scouting units. According to the Imperial-turned-Rebel General Crix Madine, the AT-RT was commonly used in police units, and was easy to steal them on most Rim worlds.

Elite Imperial units like Lightning Squadron continued to utilize their AT-RTs during the Galactic Civil War. Modified AT-RTs were also utilized by the Rebel Alliance and fringe groups. Many of these walkers were painted with camouflage to better blend in with their surroundings. A floodlight often replaced the repeating blaster cannon, providing additional aid for the walker on night-time missions, but making the vehicle more vulnerable in the process.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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The construct makes two attacks with its repeating blaster cannon or uses its mortar launcher.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 10 (2d6+3) energy damage

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The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a DC 13 Dexterity saving throw. A target takes 14 (4d6) damage on a failed save, or half as much on a successful one.

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Mucous salamanders were amphibians native to the bogs of Yavin 4. They possessed the distinct ability to diffuse their molecular structures underwater, which allowed them to swim faster and pass through hunters' nets. When a mucous salamander entered dry areas, it could change its molecular structure into hardened scales for protection from predators, particularly the angler. Another name for the mucous salamander was the pinkish salamander

Within his first month at Luke Skywalker's Jedi Praxeum, Jacen Solo captured a number of the creatures.

HomeworldYavin 4



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When the salamander enters or exits water, it changes the form of its molecular structure to mimic its surroundings. Other than its AC, its statistics are the same in each form. Any object it is wearing or carrying isn't transformed.

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The salamander can breathe air and water.

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The salamander can move through other creatures and objects no more than 10 feet in diameter as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

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The salamander can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Any creature that grapples the salamander takes 3 (1d6) kinetic damage at the end of its turn.

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While underwater, the salamander has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the Hunter can move up to its speed toward a hostile creature that it can see.

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The Hunter has advantage on saving throws against being frightened.

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When the Hunter attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NmE3MzUzYjM1YmJi","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The hunter deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZjlkNmM0NDRhN2Uw","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Moderately Armored. While wearing medium armor, the hunter adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MDBlYWU3MDBmMmMz","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the Hunter has a flying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NWRkMDU1ODUxMGRh","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The Hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZWNhNWVkM2Q3MTZj","flags":{},"name":"Ranger's Quarry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The Hunter chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes. once per round it deals 4 (1d8) additional damage to its quarry, of the same type as the weapon used. Additionally the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YzkzYWY5NjJmOGRl","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

If The Mandalorian fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MjVjZDJmMmZiMjgx","flags":{},"name":"Sharpshooter","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The Hunter's ranged attacks ignore half cover and three-quarters cover and attacking at long range no longer imposes disadvantage on its ranged weapon attack rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"MmVmNGI0MDJhYjVi","flags":{},"name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"Y2JmODA5YTI3NWUw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Hunter makes three weapon attacks and uses its whistling birds, wrist flamer, wire restraint, or throws a detonator.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZTM2ODdjZjY5YzE5","flags":{},"name":"Sniper Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 150/600 ft., One target. Hit : 19 (2d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"ZjljYjFlYWYyMjVl","flags":{},"name":"Heavy Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 15 (2d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"YzE3ZjI4OWExNWUw","flags":{},"name":"Vibrodagger","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 11 (2d4+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":150000},{"_id":"NDMyYjBhNTg2NTlj","flags":{},"name":"Thermal detonator (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 14 (3d6+4) kinetic damage.

The Hunter throws a grenade, at a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"OGQzNjFlZTdhNzlm","flags":{},"name":"Whistling Birds (4/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The hunter shoots 3 explosives from its wrist launcher. Each explosive hits a creature that it can see within range. Each explosive deals 3 (1d4+1) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000},{"_id":"NmIwM2U0ZTUzMjk2","flags":{},"name":"Wire Restraint","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

On a hit the target is grappled. On the targets turn, it can use a its action to make a DC 15 Strength check to break the wire.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":180000},{"_id":"YzViYzEwZmEzYjU2","flags":{},"name":"Wrist Flamer (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":190000},{"_id":"ZWQ1NWIyNjg3NDdh","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":200000},{"_id":"ZDUyMmE5NWRlMjU0","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":210000},{"_id":"OWQ0ZDgxOTk1ZDI1","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":220000}]} +{"_id":"4SGXcgcVzIXtQreV","name":"B'omarr Monk Initiate","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"combat suit"},"hp":{"value":9,"min":0,"max":9,"temp":0,"tempmax":0,"formula":"2d8"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":9,"min":0,"max":9},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"You have progressed rapidly on your spiritual path, Brother Fortuna. Your quest is at an end. Prepare yourself for enlightenment.\"

- B'omarr Monk, to Bib Fortuna

Headquarters
  • Jabba's Palace
  • Teth Monastery
  • Denuta Temple
Locations/temples
  • Tatooine
  • Teth
  • Danuta
Date foundedCirca 700 BBY

The B'omarr Order, which consisted of the B'omarr Monks, was a mysterious religious order that moved to the planet Tatooine around 700 BBY. The B'omarr believed that cutting themselves off from all physical sensation would further their studies, and allow them to ponder the galaxy and achieve enlightenment. When a monk became enlightened, his brain was removed through a special procedure, and was placed in a nutrient-filled jar. The brains were held in very high regard by the lower, embodied monks, who saw to their every need, though the brains rarely did anything other than think and wonder. When they did need to travel around their monastery on Tatooine, the brains were transferred into specially modified BT-16 perimeter droids.

The order was established sometime prior to 700 BBY, though they transported their followers to Tatooine soon thereafter. They constructed a giant monastery, where they lived for centuries, though they were rarely the only inhabitants; over the years, many bandits and criminals occupied the palace, including Alkhara and Jabba Desilijic Tiure. After Jabba's death in 4 ABY, the monks took their palace back by force, recruiting new members without their consent. They then locked up Jabba's Palace and continued to practice their beliefs for many years.

Practices and beliefs

\"I'm not sure anyone pretends to understand the B'omarr Order. From what I've heard, when they reach their greatest state of enlightenment, each monk undergoes some kind of surgery that removes his brain and places it in a life-support jar. It keeps them from being distracted by physical diversions, leaving them to ponder the great mysteries.\"

- Luke Skywalker, on the B'omarr Order

The B'omarr centered their religion on isolating themselves from all feeling and emotion, so they could focus and enhance the power of their minds. They embarked on mental journeys that were impossible to comprehend while one was focused on the physical world. The B'omarr cared little for personal comforts and wore the simplest of garments. As a monk came closer and closer to enlightenment, he began to shed the use of speech, preferring to communicate either with solitary words or images, which the monks alone could fully understand. Other B'omarr were able to telepathically communicate, speaking directly into the subject's mind. Eventually, a monk would require none of his senses, at which point he was said to have achieved enlightenment. The monks were also adept healers, and offered aid to any who stumbled upon any of their outposts on Tatooine.

There were several stages that marked the spiritual growth of a B'omarr monk; after each stage, a monk was given a test to check his knowledge of the subject. There were many different types of tests: some were designed to gauge a monk's understanding of logic, others to test one's knowledge of sacred B'omarr texts, and others still determined a monk's ability to cut himself off from the physical world, by putting him through painful tasks and observing how much pain he felt. Eventually, after many years of study and practicing distancing himself from the physical world, as well as successfully completing each stage's test, a monk would become enlightened; he had pure mental power, and was at peace with the cosmos. As enlightened monks no longer required their bodies, lesser monks would help them shed their body through surgical means. After their enlightened brain was carefully removed, the monks were transferred into a nutrient-filled jar, freed from the distractions of life. The process of removing a monk's brain was very delicate, and the surgeons had to be extremely well-trained and careful when performing the transplant. They made use of reliable anesthesia to ensure the process was painless, and through experience, as well as various forms of apparatuses developed over the centuries, the monks were able to keep the brain functioning and alive long enough to transfer it into a nutrient jar. One small mistake and the brain was lost; they were usually discarded along with the lifeless body, before being eventually disposed of.

Occasionally, however, a monk's brain would be removed before he had truly achieved enlightenment. Assuming the operation went well, the monk would survive, though there were several side effects. The separation of the body and the brain could often induce psychosis, and the brain would then mentally scream, usually for days on end, without pausing for breath. Monks going through this transition were generally kept separate from the other disembodied monks, whom they usually disturbed. Eventually, in most cases, the brain would cease to scream, and could be returned to where the rest of the brains were located. Although incredibly rare, a brain could be transplanted back into a body, be it the monk's original body or that of someone or something else. However, the B'omarr had little technology to aid this procedure, so it was considerably more dangerous than the original process. For this reason, as well as the fact that the majority of monks were at peace when separated from their bodies, this was not widely practiced by the B'omarr.

After a successful operation, brains were transferred to the Great Room of the Enlightened, where they sat on shelves, meditating and pondering the infinite for centuries. The names of the enlightened ones were documented in the B'omarr Registry, a thick manuscript which included some of their greatest philosophical ideas, ponderings, and musings. With their every need catered to by the embodied monks, the enlightened brains rarely had use for moving around the monastery, though they did have means to do so when necessary: BT-16 perimeter droids. These droids were reported to have been designed by the B'omarr themselves, though similar models were in existence almost four thousand years earlier. The BT-16 droids possessed only the simplest of processors and technology; their main function was to react to the enlightened monks' telepathic messages. The droids would travel to the Great Room of the Enlightened at a monk's request and transfer a monk's brain-jar into a brain support unit, which was at the center the droid's legs. The brain support unit allowed the monks to survive without being connected to the special equipment in the deepest parts of the citadel, though they were initially difficult to use, and most monks preferred to stay in their jars. Towards the time of the Galactic Civil War, embodied monks began to experiment with the walkers, resulting in several of the newer models bearing five or six legs. The spiders would rarely leave the monastery, though some were known to roam the deserts surrounding the citadel, attacking anyone they came into contact with.

The B'omarr acolytes rarely congregated or spoke to each other, though they occasionally gathered in tea rooms, where they consumed their only form of nourishment whatsoever—potent teas made from strong herbs. These meetings rarely lasted long, the monks busy attempting to further their studies and understanding of the mind. Although part of the teaching of the B'omarr stated that possessions and comforts were unnecessary distractions, many monks veered from the order's way, accepting bribes to spy on the palace's criminal occupants. During Jabba Desilijic Tiure's time in their place of worship, many B'omarr acted as spies, while some were even on the payroll of his greatest rival, Lady Valarian.

History

\"Centuries before a few hardy colonists arrived to scrape out a living in the desert, the mysterious religious order of the B'omarr monks moved their followers to Tatooine. Out in the harsh wastelands, the monks sought a place of suitable isolation among the crags; there, over the generations, the monks carved for themselves a labyrinthine palace of grim solitude.\"

- Mammon Hoole documents the B'omarr's arrival on Tatooine

The details surrounding the founding of the B'omarr were largely unknown, though their practices did change throughout the centuries. The order originally consisted only of Humans, though in time it encompassed a great many species. They had sought a world where they would be met with little distraction from any settlers, eventually choosing the monastery that one day became Jabba's Palace, in the desert world of Tatooine, in the Outer Rim Territories. At some point, they also lived in a monastery on the Wild Space world of Teth and had established a Temple on the Mid Rim world of Danuta. Tatooine was inhabited by no one but primitive salvagers, and was forgotten by the records of the Galactic Republic. The leaders of the order relocated their followers to Tatooine, arriving in about half a dozen cargo ships, which were the basis for the colossal structure they built in the planet's Dune Sea. Their structure slowly adapted to the planet's climate; the monks built a roof after they encountered their first Tatooine windstorm, while the building was enclosed after their first encounter with the Tusken Raiders. Many rumors surrounded the citadel; it was even said that the monks received help from the Tusken Raiders when building it, though these were simply unproved legends.

The B'omarr kept to themselves for the next few centuries, though civilization began to grow on Tatooine, with several small towns being established. Eventually, the palace became a haven for a small number of bandits and criminals, who used it as both a hideout and a shelter in the middle of the barren desert. The monks were happy to accommodate the bandits, though they ensured that the deepest parts of the citadel were reserved for housing the brains of the enlightened monks. Around one hundred and fifty years after they moved to Tatooine, the period of B'omarr isolation ended. A well-known pirate named Alkhara, who had incurred the wrath of both the local Tusken population and the Human authorities, sought refuge in the B'omarr's palace. Alkhara and his followers were welcomed with open arms by the monks, and quickly made the building their base of operations.

Eventually, the Hutt crime lord Jabba Desilijic Tiure came into possession of the B'omarr's temple, bringing with him a motley crew of gamblers, bounty hunters, and other criminally active individuals. The B'omarr were not fazed at this development, and continued to live out their lives as before. The presence of Jabba and his henchmen, however, would make the B'omarr far more involved with the other occupants of their monastery. While many feared the eerie spider droids and gave them a wide berth, some of Jabba's men took an interest in the B'omarr, learning and taking advice from both the embodied and the disembodied monks who frequented the palace.

Although many sought to learn more from the B'omarr, others saw the potential for exploitation, and hired many of the B'omarr as spies. Jabba's period on Tatooine saw many monks abandon their principles and engage in unsavory activities. Some worked for Jabba himself, such as the corrupt monk named Grimpen, who transferred wanted criminals' brains into other bodies, usually unsuspecting monks or any of Jabba's captives. Jabba also forced the monks to remove the brains of those who had failed him; they wandered the corridors of the palace aimlessly for years after. The majority of monks who found themselves working with the palace's criminally minded occupants acted as spies or informants; Jabba's main rival, the Whiphid Lady Valarian, had at least one B'omarr spy stationed in the palace. The monk was later killed by another spy of Valarian's, J'Quille, after a misunderstanding. Although the corpse was discovered by one of Jabba's Gamorrean guards, J'Quille managed to persuade him that the monk had in fact entered a trance. Others acted as informants for Ephant Mon and Bib Fortuna, two of the most prominent members in the Hutt's court.

Much of the information on the B'omarr available to the galaxy at large was compiled by Shi'ido Senior Anthropologist Mammon Hoole during Jabba's stay in the B'omarr's domain. On his first visit to the palace, Hoole mingled and interacted with the monks, learning of their beliefs and customs. Hoole, however, left the monks when they offered to guide him to enlightenment. On his second visit studying the monks, Hoole brought his two surrogate children, Tash and Zak Arranda. Jabba wanted Hoole to translate an ancient book he had taken from the B'omarr monks, though the visit to the palace proved far more eventful. Tash Arranda's brain was swapped with a criminal's by a corrupt monk, though it was eventually restored to her body and Hoole managed to escape with the children.

Occasionally, Jabba interacted with the monks, allowing them access to prisoners they dubbed \"interesting.\" One such event occurred when Han Solo was imprisoned following his release from carbonite, and he consented to tell his story to a young monk.

In 4 ABY, Jabba Desilijic Tiure was killed by Princess Leia Organa aboard his sail barge above the Great Pit of Carkoon, with most of his henchmen dying in the destruction of the Khetanna. Many of Jabba's former allies scrambled to pick up the pieces of the Hutt's criminal empire and claim it for themselves; the B'omarr took this opportunity to emerge from the shadows of their monastery, recruiting many new members by force, and killing those that resisted. Among the new \"initiates\" was Bib Fortuna, Jabba's former majordomo. The B'omarr remained in the palace, and although several attempts to make use of the vast building were made, the monks remained mostly in solace for many years.

For over twenty years after Jabba's demise, various thieves—among them agents of Lady Valarian, Jabba's old rival—arrived at the B'omarr monastery, hoping to plunder whatever wealth remained from Jabba's reign. The B'omarr were far too numerous for any petty criminals to fight off, so their ranks swelled considerably when thief after thief was enlightened, their brains placed in jars. In order to encourage more robbers to arrive, thus giving them further subjects to induct into their order, the monks allowed several to leave the Palace unharmed, taking with them hoards of Jabba's valuables. These stories attracted many more visitors; the B'omarr let none of them escape.

Locations

The Tatooine Monastery

\"They still roam the corridors of Jabba's Palace, from what I hear.\"

- Mayor Mikdanyell Guh'rantt, to a spacer

The palace which was later known as Jabba's Palace was built by the B'omarr approximately seven hundred years before the Battle of Yavin. Located in the Dune Sea, the palace was originally a simple construction made out of the chassis of several freighters, though after attacks by the vicious natives, the monks decided to build a more secure place for their studies. They built a huge round palace, which stood for several centuries, with many types of criminals and bandits occupying it, though the B'omarr always remained, lurking in the deepest and darkest portions of the citadel. Whenever a new band of mercenaries took over the building, they added to the complex building, constructing an observation tower, sewer systems, and even a series of subterranean tunnels. Eventually, the palace came into the possession of Jabba the Hutt, who had his main architect tweak it to suit his needs.

Jabba had his architect, Derren Flet, make many adjustments, though he was ultimately unhappy with the lack of prison space, and had Flet killed. The Hutt gangster had a vast hangar and garage—used to house his many pleasure yachts and sail barges—built beside the original palace, as well as stables used to keep his many vicious pets, which included the fearsome rancor. Jabba also installed a vigilant security system, and could locate any potential visitors from up to ten kilometers away. The hub of the palace during Jabba's time was his massive throne room, which housed his accountants, assassins, bounty hunters, and various other unsavory individuals.

After Jabba's death, the palace was turned into the Tatooine Retirement Home for Aged Aliens, though a shortage of government funds allowed the B'omarr to remain alone in the palace once again. Jabba's father Zorba became the owner.

The Teth Monastery

At some point, the Order constructed and lived in a monastery on the jungle world of Teth, on the top of a large mesa. It shared many design features with the Tatooine monastery and like that, had a throne room. It also had a room that housed a jungle rancor.

By the time of the Clone Wars, the monastery had long been abandoned. During the conflict, the captured Huttlet Rotta was taken to the monastery by the Confederacy of Independent Systems. The Galactic Republic sent a group of clone troopers, as well as the Jedi Knight Anakin Skywalker and his Padawan Ahsoka Tano, to free the baby Hutt, which instigated the Battle of Teth in and around the monastery.

The Danuta Temple

At some point, the Order also established a temple in the city of Trid on Danuta, which was primarily populated by Hutts during the days of the Old Republic, but later went under control of the Galactic Empire. Like thousands of other religions within the Empire, the monks were tolerated by the Imperials as long as they remained apolitical. In addition to embodied and disembodied monks who lived within the Temple, some supporters of their religion lived within the city of Trid and only visited the Temple during the regular ceremonies and prayers. One such visitor was Meck Odom, an Imperial officer whose position in the Imperial Military forced him to keep his religious beliefs a secret.

Other locations

The B'omarr had several other places of worship on Tatooine, though none were as famous or well used as Jabba's Palace. The B'omarr outpost was situated very near to Jabba's Palace, and was the home of the Most Perfect Order of K'vin. Another location was the Citadel of B'omarr; similar in design to the B'omarr Monastery, the citadel was the home of both embodied and enlightened monks. The citadel was also an outpost for those needing medical attention, who would always be treated by the embodied B'omarr healers. The healers made no distinction between patients who had been injured in the line of illegal activities and those who were not, offering their help and expertise to all who sought it. Although the connection between it and the order is unknown, the B'omarr Flats were a large expanse of land, located near the Great Mesra Plateau. The Great Pit of Carkoon was located in the flats.

Notable members

Evilo Nailati was a B'omarr monk who had had his brain removed some time before or during the reign of the Galactic Empire. He was extremely different to most other members of the B'omarr, in that he did not seek abstract concepts such as \"truth\" and \"enlightenment,\" but rather, he longed to amass as much knowledge as possible. Knowing his efforts would not last long in his original body, he joined the monks, eventually being deemed \"enlightened\" by the senior monks. After then, he took a frog-dog named Buboicullaar as an underling of sorts, teaching him of the galaxy. Bubo's species were thought brutish and unintelligent, though in truth they were capable of extraordinary intellect, though they kept it a secret. For years before he wound up on Tatooine, Bubo was a spy and an assassin, and was eventually part of a plot on Jabba's life. He took an interest in the B'omarr, and after the Hutt's death, willingly allowed them to transfer his brain into a jar.

Sai'da was a keen B'omarr historian, with a particular interest for information from the outside world. This isolated him from the other monks, who felt that his time would be better spent contemplating the infinite. Nevertheless, he continued studying as a historian, and became very knowledgeable in the Galactic Civil War. When one of the most prominent players in that war, Han Solo, found himself jailed in Jabba's dungeon, Sai'da could not resist the temptation to speak with him. Sai'da acquired entry into Solo's cell; in return for the Rebel's life story, Sai'da would have to ensure that his companion, Leia Organa, was safe. He agreed, and left their meeting thinking of concepts like companionship, bravery, and humor, to which he had offered little thought previously.

A disembodied brain calling himself K'vin was the leader of the Most Perfect Order of K'vin, which he claimed the B'omarr Order was a splinter sect of; in truth, he had left the order to start his own. K'vin lived on Tatooine at the B'omarr outpost, and like the B'omarr, his order had their brains removed so they could ponder the infinite for ever more. K'vin, however, sought more; when a bounty hunter entered his temple searching for Han Solo, the brain pleaded with the bounty hunter to shoot his vat, which would free him and expand his knowledge of the universe. Despite the efforts of the other monks, the bounty hunter did; K'vin's brain died soon thereafter.

Hedon Istee left the order after being branded a \"sensualist,\" taking with him a sacred scroll belonging to the B'omarr. The monks were unhappy, and sent one of the less law-abiding occupants of Jabba's Palace after Istee, to take back the scroll. Fearing for his safety, Istee hired a spacer to defeat the Gamorrean sent after him. The spacer succeeded, and was paid 3,000 credits for his efforts. The B'omarr, however, resorted to more extreme measures, and had a bounty hunter attempt to track down Istee, though, like before, the spacer managed to defeat him. Eventually, Istee buckled under the pressure, though, and had the spacer return the scroll to the B'omarr citadel.

Meck Odom was already interested in the B'omarr Order during his time as a Cadet in the Academy of Carida, though his position in the Galactic Empire forced him to keep his beliefs a secret. After his graduation, he was assigned to the Trid research facility on Danuta and began secretly visiting the B'omarr Temple located there, participating in their ceremonies. Shortly before the Battle of Yavin, his best friend and former roommate Kyle Katarn was sent by the Alliance to Restore the Republic on a mission to steal the partial set of Death Star plans from the research facility. Using his knowledge on Odom's beliefs, he was able to contact him through the help of the B'omarr Monks and convinced him to help him steal the plans of the battlestation.

Bib Fortuna was always interested by the B'omarr, and used them as informants during his time in Jabba's Palace. He was not ready to have his brain removed after his master's death, however, though the B'omarr monks did so regardless; Fortuna's brain screamed for days, though eventually he adjusted. Fortuna longed to escape, as did his friend and fellow B'omarr, Nat Secura. Nat had been sentenced to death by Jabba the Hutt; desperate to save his friend, Bib had the B'omarr remove Nat's brain. Eventually, Fortuna had his own brain transplanted into the body of Firith Olan, and escaped the monastery.

Jabba's Quarren accountant Tessek had no interest in joining the B'omarr, though he was forced to when they recaptured their palace. Tessek was transferred to a brain walker, though he found that he had far more freedom in his new life. J'Quille was another of Jabba's henchmen that joined the order, though he did so by his own choice. A former lover of Lady Valarian, J'Quille had been sent to Jabba's Palace to assassinate the Hutt, though he soon found himself without the means to do so. After Jabba's death, Valarian was furious at J'Quille, and promised him she would put a bounty on his head if he ever left Tatooine. Confined to a life of misery under Tatooine's hot suns, J'Quille opted to join the B'omarr, knowing he would not survive long if he attempted to flee Tatooine.

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Ranged Weapon Attack +2, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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DesignationNon-sentient
ClassificationAmphibian
Average height1,5 meters
Skin colorBrown
Eye colorYellow
Distinctions
  • Toothy mouth
  • Long tongue
  • Dexterous forelimbs
  • Heat-sensitive palps
  • Two cranial antennae
Homeworld
Tatooine
HabitatDesert
DietCarnivore

Worrts were a non-sentient species that hailed from the desert of the planet Tatooine. These squat, large-mouthed creatures caught prey by sitting stationary in the sand and then using their long tongues to wrap around passing rodents or insects.

Biology and appearance

Worrts were squat and spiky creatures whose appearance bore similarities to that of chubas. They had brown, warty skin and measured 1.50 meters in height. They were quadrupeds with dexterous forelimbs. A worrt's head featured a pair of sensitive cranial palps, two bulbous eyes that could be yellow in hue, two nostrils, and a large mouth. That mouth contained a long tongue, and strong teeth laced with a venom potent enough to kill a bantha. The eyelids of the worrts could keep sand out of their eyes, and their saliva was also capable of jamming a blaster. Worrts lay large amounts of soft eggs, which were harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior and intelligence

Worrts were predatory creatures who lived on desert planets. Worrts fed mostly on insects and rodents. When hungry, a worrt would settle into the sand, becoming indistinguishable from a rocky outcropping, and wait for a prey to pass by it. When its victim came close enough, the predator threw its tongue out of its mouth and wrapped it around the prey. The worrt's tongue then snapped back, throwing the food down its throat.

History

The chuba-like worrts lived in the desertic wastes of Tatooine, a suns-scorched planet located in the Outer Rim Territories. The most notable worrt in the galaxy may have been the one lived on the road to Jabba the Hutt's Palace in the Dune Sea of Tatooine around the time of the Battle of Endor. Three years later, Han Solo and Lando Calrissian encountered a worrt named Korrg kept by the pilot Taka Jamoreesa. Around thirty years after the Battle of Endor, a Nu-Cosian traveling merchant and storyteller named Bobbajo kept a worrt named J'Rrosch as a pet.

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The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a success.

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.

The worrt targets one Small or smaller creature that it can see within 15 feet of it. The target must make a DC 12 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the worrt, and the worrt can make a bite attack against it as a bonus action.

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Lawful Light","species":"","type":"(humanoid) or Large (beast) force entity","environment":"","cr":22,"powerLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":["cold","lightning","fire"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weaponry"},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","charmed","stunned","poisoned","paralyzed"],"custom":"Exhausted"},"senses":"truesight 120 ft., passive Perception 19","languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":24,"prof":7,"total":14},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","token":{"flags":{},"name":"The Daughter, Avatar of Knowledge","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"4euhIUGY4TgFskvA","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":220,"max":220},"bar2":{"value":21,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"YmY4YzlhNmFmNjJk","flags":{},"name":"Beast Form","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

The Daughter can transition between humanoid and beast forms using a legendary action. While in beast form, the Daughter uses her Wisdom modifier for attack and damage rolls when making a claw attack, and adds her Charisma modifier to her AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MzI5YjJmMjZmYjgy","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

While in her humanoid form, the Daughter adds her Wisdom modifier to her AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NmMyNGJlMDk1YmYy","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

The Daughter's forcecasting Ability is Wisdom, (power save DC 21, +13 to hit with force attacks). She can innately cast the following force powers:

At Will: sense force, sense emotion, calm emotions, heal (cast

as a 3rd level power), sanctuary

3/Day Each: improved heal, stun, restoration (the power can

affect any condition except incapacitated), wall of light (deals

4d10 damage on contact instead)

1/Day Each: stasis, revitalize

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjcwYTk3NmZlNDEx","flags":{},"name":"Light Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

The Daughter has advantage against the saving throws against Light force powers

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NDNkMTIyMjc0OWVk","flags":{},"name":"Pool of Knowledge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

When the Daughter would cast a power with a casting time of one action, she can cast the power as a bonus action instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NWVhOWQyMmMyZjIw","flags":{},"name":"Enhanced Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

The Daughter's force powers are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MGZmOGQyMzcxOTRk","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

If The Daughter fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MDJjZTU2ODZjYTA5","flags":{},"name":"Mastery Auras","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

As an action or a bonus action on her turn, or by using the Shifting Aura legendary action, the Daughter activates an Aura of her choice below, and can use a bonus action on subsequent turns to maintain the aura. She can maintain concentration on a single aura and a single force power at the same time, but must succeed on a Constitution saving throw (DC 10) with disadvantage, or lose concentration on the force power.

1. Aura of Purification Purifying energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) can’t become diseased, have resistance to all damage, and have immunity to all conditions.

2. Aura of Empowerment Invigorating energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) deal an extra die of damage with weapon attacks and force powers, and all of their attacks are considered enhanced.

3. Aura of Resilience Hope and vitality radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) have advantage on Wisdom saving throws and death saving throws, and regain the maximum number of hit points possible from any healing. Additionally, attacks that target these creatures do so with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZmVlNGJlMGY5Y2Fh","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NzczY2RkOTA3NGY2","flags":{},"name":"Multiattack (humanoid form)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

.

The Daughter makes two Light Wreath attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZjM2YmIyZjI5YjMx","flags":{},"name":"Multiattack (beast form)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

.

The Son makes two claw attacks.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 21 (4d6+7) kinetic damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 14 (4d6) energy damage

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.

The Daughter can cast one of her at-will force powers.

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.

The Daughter can activate one of her Mastery Auras or change which aura is active.

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.

The Daughter makes a claw attack.

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.

The Daughter moves up to his speed without provoking opportunty attacks.

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.

The Daughter transitions from a beast form to a humanoid form or vice versa.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando has advantage on Constitution saving throws made to maintain concentration on a power. Additionally, when the commando uses its action to cast a tech power, it can make one weapon attack as a bonus action.

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The commando is a 9th-level techcaster. Its techcasting modifier is Intelligence (power save DC 17, +9 to hit with tech attacks, 7 tech points).

It knows the

following tech powers:

At-will: combustive shot, encrypted message, ion blast

1st-level: analyze, element of surprise, energy shield

2nd-level: hold droid

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When the commando or any of its allies within 15 feet are the target of a tech power or are within the range of a tech power's area of effect, the commando can use its reaction to force the caster to make a DC 17 Intelligence saving throw. On a failure, the power's effects are negated and the caster takes 1d6 lightning damage per the level of the power it was casting. Additionally, the caster's tech focus is overloaded and cannot be used to cast tech powers for 1 minute. At the end of each of the caster's turns, it can repeat the saving throw, ending this effect on its focus on a success.

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.

The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"M2E4ZDQxYjhhMDBm","flags":{},"name":"IWS Sniper Mode","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"OTQyOTg2ODQwNjIw","flags":{},"name":"IWS Antiarmor Mode (6/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","data":{"description":{"value":"

.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

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The Leviathans are an ancient species of bioengineered serpentine creatures created by fallen Dark Jedi during the Hundred-Year Darkness. Some sources speculate that they may have been created by Karness Muur; however, Sorzus Syn took credit for their creation in her chronicle.


Biology and Appearance. Leviathans are large, carnivorous reptiles, created to roam the battlefields as living superweapons and draw the life energies of enemy soldiers into blister traps that dot their wide backs. They are hatched from eggs, and young Leviathans appear serpentine with no limbs, eyes, or even the species' signature blister traps. Despite this, Leviathans are aggressive towards other living organisms even at this stage of their lives. As adults, Leviathans develop into large bipedal creatures with four smaller forelimbs and two tentacles around the jaws. The hide of an adult Leviathan is incredibly tough, and enables them to even travel through lava unscathed.


During their adult stage, Leviathans also develop several blister traps used to store the life energies of their prey. When they kill a being, they absorb all of the victim's life force and knowledge. Even if a being is freed from the creature's blister traps, the victim is rapidly aged and weakened. Adult Leviathan can also interfere with the Sense abilities of Force-sensitives, causing the victim to hear screams, develop headaches and trigger obsessive behavior centered around making the pain stop. Adult Leviathans have long tentacles surrounding a gaping maw filled with rows of long teeth, two sets of eyes—one atop the other—and four nostrils in a similar arrangement. Leviathans are capable of projecting fire, which help engender their fearsome reputation. While those Leviathans on Corbos had purple skin, their offshoots on Kesh had a bluish-green hue to their skin.


Leviathans as a species are capable of hibernating for millennia but can be awakened when prey was around. Leviathans can be slain through sustained lightsaber strikes. While their large size gives them an advantage over most other lifeforms in close-quarter scenarios, Leviathans can also be destroyed by concentrated fire from turbolaser cannons and even Force lightning. As with many other sentient and non-sentient lifeforms, Leviathans can also be electrocuted.


Behavior. Despite its massive girth, the Leviathan has incredible speed and is capable of outrunning its prey. The beast actively hunts its prey, and when it traps them within its tendrils, the blister traps resonate with a bright blue aura as it begins to drain the life energy and knowledge of its prey. The Leviathan hunts a diverse range of species including Humans, Rodians, Keshiri, S'kytri and even non-sapient creatures like uvaks. After digesting the life essences of their prey, the Leviathans also absorb their knowledge and intelligence, which can be accessed by whoever controlls them. Should the beast be directly attacked by other beings, the Leviathan relies on its mass, teeth, and tendrils for self-defense.


Despite their size and strength, the Leviathans only have the cognitive intelligence and reasoning of a non-sentient pet. They regard all other beings and animals as prey to be devoured and lacks any form of intelligent speech. Instead, the Leviathans communicate through grunts and roars. The Dark Jedi Baron Remulus Dreypa used a Sith amulet to direct and control the Leviathans on Kesh. Even those not controlled by a master still pose a danger to other beings. Several Leviathans on Corbos were known to hibernate for millennia and then emerge whenever they sensed the presence of a large number of prey.


History. This species was created during the Hundred-Year Darkness and therefore predated the Lords of the Sith and must have been created by dark-side alchemy discovered independently from Sith Alchemy. For this reason, they can be more accurately referred to as \"dark-side spawn.\" However, the term Sithspawn has become a popular phrase during much of history. The Dark Jedi and future Sith priestess Sorzus Syn stated that her work creating Howler, Shambler, Pit Horror creatures eventual culminated in the creation of Leviathans. Her experiments with Leviathans would later help her master and improve Sith Alchemy. One specimen, called Krespuckle the Ever-Hungry, became her personal favorite.


Leviathans were primarily created by the Exiles to reinforce the Dark Jedi armies towards the end of the war. Following the Battle of Corbos in 6900 BBY, Leviathans virtually disappeared from the galaxy. A small remnant population managed to survive undetected on Corbos. Growing increasingly feral, these survivors only emerged whenever colonists attempted to establish themselves on the planet. In the succeeding millennia, numerous groups of colonists would be wiped out, their disappearances considered a mystery. Meanwhile, these Dark Jedi were exiled by the Jedi Order into the Stygian Caldera where they forged the Sith Empire. The Sith priestess Sorzus Syn also established a laboratory where she grew several Leviathan larvae.

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The leviathan's melee weapon attacks are considered enhanced.

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If the leviathan fails a saving throw, it can choose to succeed instead.

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The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

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The leviathan deals double damage to objects and structures.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The leviathan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +18, Reach 10 ft., One target. Hit : 17 (2d6+10) kinetic damage

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Melee Weapon Attack +18, Reach 10 ft., One target. Hit : 23 (3d8+10) kinetic damage.

If the target is a Large or smaller creature grappled by the leviathan, that creature is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns. If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

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Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 20 (3d6+10) kinetic damage.

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The leviathan has two tentacles, each of which can grapple one target.

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.

Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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The leviathan exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

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.

The leviathan makes a tentacle attack.

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Each creature currently restrained by the leviathan takes 21 (6d6) necrotic damage, and the leviathan regains hit points equal to the total damage dealt to all targets. If this damage reduces a creature to 0 hit points, the leviathan kills the target by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces. This attack does not affect droids.

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Jakrabs were a species of long-eared swift bounding mammal lagomorphs native to Tatooine and Neimoidia.

These herbivores would get food and water from plants and shrubs relying on a small nipping beak and a wide, 180-degree vision range for protection from predators like anooba. They had long ears which they used for hearing, heat dissipation, and communication. These ears relayed the creatures' attitude. When alarmed, they would put both ears up; when curious, they would put one ear up and leave the other down; when all was well, they would simply leave both ears down.

Their one-day-old kits had a reputation for eagerness.

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The jakrab has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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Riots were a form of civil disorder characterized by mass vandalism, violence, or other crime. They generally occurred as a culmination of some sort of popular grievance or dissent, usually dealing with poor living conditions, oppression, taxation, conflicts between species, races or religions, et cetera.

Such law enforcement organizations as the Coruscant Security Force, Coruscant Guard, Scout Soldiers, or the Corporate Sector Authority's Security Police were used to suppress rioters. They used a variety of non-lethal weapons and equipment, including the energy baton, the R-88 Suppressor riot rifle, the Taser stave, the Strikebreaker Riot Control Vehicle, and rolo-droids.

Historical riots

Old Republic era

  • Rampant unemployment as a result of the Mandalorian Wars caused angry citizens to begin rioting all over Taris, setting entire sections of skyline on fire.
  • When the Republic attempted to quarantine Rori because of a Brainworm Rot outbreak, rioters razed the hospital and detainment center at Narmlé.
  • Political animosity between General Vaklu and Queen Talia supporters on Onderon led to the outbreak of many riots.
  • Several Coruscant riots during the Great Galactic War and Cold War:
    • Coruscant riots (3680 BBY)
    • Coruscant riots (3661 BBY)
    • Coruscant riots (3653 BBY)

Rise of the Empire era

  • Months of riots on Kabal that resulted in the deaths of four Jedi were caused by a food shortage.
  • On Oovo IV, Jango Fett and Zam Wesell attempted to retrieve Bendix Fust in the midst of a prisoner riot.
  • The Prospector's Riot occurred when estranged buyers attacked the crew of the Lucky Despot for faulty M-HYD droids.
  • The Tertiary Ingo Riots occurred on the harsh world of Ingo, presumably as a result of adverse conditions on the planet.
  • Enslaved Yuzzem on Ragna III were known to riot frequently against their Imperial subjugators.

Rebellion era

  • Moff Jander Graffe instigated alien riots in the Darpa sector in order to provide cover for a new \"security tax.\"
  • A series of gang-rivalry riots broke out on Lenthalis shortly before the Battle of Hoth.
  • Following the Rebel Alliance's victory at the Battle of Endor and the death of Emperor Palpatine and Darth Vader, riots and uprisings took place on a multitude of Imperial-held worlds, as the news spread across the galaxy.

New Republic era

  • Drend Navett committed several acts of sabotage and instigated riots on several planets, among them a riot on Dordolum.
  • During the Caamas Document Crisis, Bothawui was the subject of many anti-Bothan riots.[4]
  • Human League marches characteristically turned into riots.
  • The Loronar Corporation had a reputation of corruption, including initiating riots on Ampliquen.
  • The First Corellian Insurrection was marked by a number of riots.

Legacy era

The internment of Corellians on Coruscant spurned a number of riots during the Second Galactic Civil War.

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The swarm has advantage on Strength and Constitution checks and saving throws.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

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The swarm makes three improvised weapons attacks.

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\"The AAT serves as the Trade Federation's front line assault vehicle. Designed to wipe out enemy troops, the AAT boasts a powerful laser cannon capable of punching through enemy ranks. A fearsome sight on any battlefield, the AAT is one of the Trade Federation's most formidable weapons.\"

- Captain Panaka

ManufacturerBaktoid Armor Workshop
ClassRepulsorlift tank vehicle
Length9,75 meters
Cost75.000 credits

The Armored Assault Tank (AAT-1 or AAT) was a medium-sized repulsor tank used mainly by the Trade Federation and the Confederacy of Independent Systems prior to the rise of the Galactic Empire. The tank had heavy frontal armor that gave it the capability to plow through walls, and it was heavily armed with a payload of 57 shells. The tank required a crew of four battle droids to be fully operated and was able to carry six additional battle droids onto the battlefield. The tank's reactor and power and communications gear were kept in the rear for protection.

The vehicle was designed by the Baktoid Armor factories, with its most important parts placed in the back. Piloted by OOM pilot battle droids, AATs comprised a significant portion of the Trade Federation's ground forces. They were used to fight armies of pirates in the Outer Rim Territories before they were finally deployed in the Federation's Invasion of Naboo in 32 BBY. Ten years later they would be used heavily during the galactic Clone Wars between the Galactic Republic and the Confederacy of Independent Systems. Though AATs did see a little action after the Republic transformed into the Galactic Empire in 19 BBY, these instances were very rare.

Description

The Armored Assault Tank was a formidable vehicle; it was augmented with heavy inches-thick frontal armor that allowed it to plow through walls, and had heavy weaponry. It carried a payload of 57 shells, but once exhausted, the AAT had to return to its carrier to have its shovel-shaped lower hull completely replaced, fully replenishing its supply.

The AAT's launch tubes could be equipped with a variety of ammunition. The three standard-issue ammunition types were \"bunker-busters\", high explosive shells used for destroying enemy structures such as outposts; armor-piercing shells, used for penetrating heavy armor on tanks; and high-energy shells for anti-personnel and anti-vehicle use. As they were fired, these shells were surrounded by high-energy plasma, which improved their penetration and reduced friction, thus increasing speed.

Its crew consisted of four battle droids (one commander, one pilot, and two gunners), and could also carry six B1 battle droids on the hand grips on the outside of the tank. The commander typically sat inside the turret of the primary blaster cannon, while the gunners and pilot were positioned in the main hull of the tank. The gunners operated both secondary blasters, and the commander controlled the main turret. The droid's programming allowed for only simple tactics, but the tank was effective nonetheless.

The reactor, along with key power and communications gear, was kept in the rear for protection, as with many other Baktoid vehicles. The AAT used heavy-duty repulsors to keep it off the ground and propel it forward. While this method was relatively quick, it was sluggish compared to the Gian and Flash speeders of the Naboo, and the later GAT. Like other repulsorlift vehicles, the Armored Assault Tank was unable to penetrate deflector shields.

Enemy forces could destroy an Armored Assault Tank by dropping EMP or explosive grenades into both the main turret and the pilot hatch. Additionally, the tanks were vulnerable to portable missile launchers, other vehicles, or Jedi with lightsabers.

History

Pre-Clone Wars

Prior to its most notable use in the Invasion of Naboo, the AAT-1 was deployed by the Trade Federation to several Outer Rim worlds, engaging them in battles against each other, to prove that they had both battle-scars and battle-readiness. When the Invasion of Naboo had started, the AATs had already engaged in fierce combat against armies of pirates, proving that the tank was ready for war. Trade Federation strategy dictated that two AATs escort an MTT.

Clone Wars

Shortly before the outbreak of the Clone Wars, the Trade Federation joined the Confederacy of Independent Systems, and hence AATs were assimilated into the rapidly growing Confederate armies. During the assimilation process, they were all repainted with the CIS standard blue and gray paint scheme and fitted with heavier double laser cannons on the flanking turrets. They would see action during the first battle of the war, and would be used extensively during the Dark Reaper Crisis, as well as the Battle of Muunilinst.

On the planet Christophsis, AATs were used under the command of General Whorm Loathsom and many of the tanks were destroyed during the battle by the Republic's AV-7 Cannon.

The Heavy Artillery Gun, also used during the war, had a design similar to that of the AAT.

During the war, they showed vulnerability to PLX-1 portable missile launcher fire, with a single missile from this capable of destroying it if aimed at the correct location. Advanced Recon Commandos also displayed capability of jumping inside the tank and blasting it apart from the inside. Also, they seemed inferior to the Republic TX-130 Saber-class fighter tank.

During the Second Battle of Geonosis, many AATs were deployed for use by the Geonosian Rebels against the Republic Forces. Later, after his defeat, Archduke Poggle the Lesser used a damaged AAT to transport supplies to the Progate Temple.

The AAT-1 also saw action during the Battle of Coruscant alongside Octuptarra combat tri-droids, and on a multitude of other worlds, including Muunilinst, Felucia, Aargonar, Maridun, and Murkhana.

Aftermath

However, following the Imperialization of the Trade Federation by the Galactic Empire, stormtroopers would sometimes utilize AATs during a few battles in the Galactic Civil War (possibly including the Battle of Tatooine).

One AAT was refurbished and made serviceable during the Galactic Civil War by a former Imperial slave Wookiee named Quagga. It then saw service during Jabba Desilijic Tiure's gladiatorial game.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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By a Pilot & Gunner roll a separate initiative for both.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. Pilot Controls movement, Ram action, & Rocket launchers

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The construct requires an active gunner to operate the vehicles weaponry. Gunner controls Plasma Cannon & Medium Repeating Blasters.

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The AAT ignores difficult terrain and can pass through occupied hostile spaces.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZmVkMGU1ODk0ZGEw","flags":{},"name":"Vulnerable Interior","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

The AAT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The pilot of the AAT can use the Ram action and make 1 attack utilizing the Rocket Launcher.

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Any creature within the AAT's movement path must make a DC 17 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

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Ranged weapon (range 100/400 ft.). Launches a barrage of rockets at a target. The target and any creature within 10 feet must succeed on a Dexterity saving throw or take 6d6 kinetic damage on a failed save and half as much on a successful one.

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The Gunner can make two attacks using the medium repeating blasters.

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Ranged Weapon Attack +10, Range 120/240 ft., One target. Hit : 28 (4d10+6) energy damage

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The AAT launches a plasma shell 150/300 ft range target must be at least 15 ft away from the AAT. Blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one (Recharge 5-6).

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\"No job is over this little guy's head.\"

- R2-series advertising slogan

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
1 meter
Cost5.000 credits

The R2-series astromech droid was a model of astromech droid produced by Industrial Automaton, boasting a level of success that was never equaled in Industrial Automaton's long history. A combination of excellent design, high-quality marketing, and good timing made this astromech droid one of the most sought after droids in history, and one of the few vintage astromech series still in active production decades after it was first designed, including the prototype R2-0. The line was so successful, even being given a positive review by Mechtech Illustrated for its versatility, that the Galactic Empire would later take credit for the design. The average cost for an R2 unit was about 4245 Republic Credits.

Functions

Like its forerunners, the R2 astromech was designed to work in and around space vessels as a diagnostic and repair unit. But unlike the clunky R1-series, this rounded, waist-high droid was made specifically to fit in military starfighter astromech slots. This was a radical departure, as previously all such droids had been dedicated government models. The droid was equally popular with Galactic Republic fighter jocks as it was with the general public.

When plugged into a T-65 X-wing starfighter, Eta-2 Actis-class interceptor, or similar starfighter, the R2 monitored flight performance, pinpointed and corrected technical problems, and performed power management, optimizing shipboard systems. Its ROM library had reference and repair designs for well over seven hundred starship models to ensure it was able to do its functions in repairwork, with its Intellex IV internal computer scans technical files also co pinpointing potential problems as well as finding data patterns or debug computer codes, allowing it to conduct over 10,000 MPF operations a second. The unit could store up to ten sets of hyperspace vector coordinates in the RAM of its astrogation buffer (thus allowing for even ships with limited navicomputers to make hyperspace jumps and also acting as a backup in the event of navicomputer malfunctions), and many had the intelligence and experience to perform engine startup and pre-flight taxiing. The R2 operated flawlessly in the vacuum of interstellar space. R2 units were equipped with a holographic recording mode.

Components

The center of the droids' success could be attributed to its Intellex IV computer, which featured at least 700 different spacecraft configurations and could do over 10000 MPF operations every second. Likewise, its built-in telecom software also allowed it to communicate with computers under the jurisdiction of both the Imperial Navy Transmission and the Corporate Sector Standard communications systems, as well as being given custom communications software. Its sensor package was equally impressive, with a full-spectrum transceiver and electromagnetic, heat, motion, and life form indicators. The droid also had a fully maneuverable video sensor, deployed from its domed head, allowing it to inspect enclosed spaces or peer over obstacles. The line also possessed a retractable jack that allowed the unit to plug directly into Imperial-standard computer ports, thus allowing it a direct hard-wired connection to most computers. It also had a flexible video sensor unit that allowed the R2 unit to examine hard-to-see workspaces via a 360-degree rotational joint, with a maximum reach of .85 meters. Aside from its video sensors, the R2-line also had a wide sensor array for almost any purpose, including a full spectrum transceiver, electrophoto receptors, DERs and heat and motion detectors, all of which are routed to the R2's Intellex IV internal computer that supported sophisticated analysis programs including life-form identification subroutines.

The droid's outer shell concealed an array of tools beneath its streamlined durasteel exterior. Each R2 came equipped from the factory with two manipulator arms (a heavy duty grasper with 25 kilo lifting capacity and 10 kilo grasping measure as well as a fine manipulator with 2 kilo lifting capacity with three 360-degree rotational joints for complete maneuverability and micro-adjustment controls that allowed for better than one micrometer placement accuracy; both manipulators have a .85 meter reach and are fully retractable within the body when not in use[1]), an electric arc welder, circular saw, computer scomp link arm, VicksVisc holographic recorder/projector unit, internal cargo compartment, and a general-use fire extinguisher, all of which came at no extra cost if purchased with the R2 unit. IA, taking a page from Corellian ship-builders, made the droids easy to upgrade and modify. The company offered a variety of after-market packages, but industrious owners also managed to equip R2s with such eclectic items and accessories as underwater propellers, laser pointers, jet thrusters, remote sensor limpets, and inflatable life rafts. This adaptability made the R2 units particularly popular among tech-heads, who often would have running competitions over who could outfit the most eclectic droid.

IA spent a great deal of time in the design of the R2's personality matrix. The droid was obliging, quick witted, and sincere. If the droid was not subjected to periodic memory wipes, it could develop a headstrong, self-reliant disposition. Many owners, however, actually preferred a droid willing to offer candid second opinions. Starfighter pilots tended to develop a strong bond with their astromech droids, often flying all their missions with one particular droid, and strongly objected to the memory wipes their counterparts were given on a regular basis in some units.

At least by the time of the Galactic Civil War, R2 purchases came with a three-year warranty, a user-support hotline, IA quality, various affordable prices, and dealer financing.

R2-D2

\"An extremely well-put-together little droid, Your Highness. Without a doubt, it saved the ship, as well as our lives.\"

- Captain Quarsh Panaka to Queen Amidala

The most notable R2-series astromech droid was R2-D2. He participated in numerous battles during both the Clone Wars and the Galactic Civil War. It was R2 who helped deliver the Death Star plans to the Rebellion, allowing their victory at the Battle of Yavin, and a message from Princess Leia to Obi-Wan Kenobi, which caused Luke Skywalker to leave Tatooine and go on to become a Jedi Knight.

Ever since the droid came to the public's attention shortly after the destruction of the first Death Star, despite having played a major part in many previous events, sales showed their highest increase since the launch of the series. IA resisted the urge to feature R2-D2's heroics in its HoloNet advertisements released after the fall of the Galactic Empire for fear of alienating New Republic leaders.

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The droid has disadvantage on saving throws against effects that deal ion or lightning damage.

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The astromech droid leaps up to 40 feet in any direction.

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The astromech is a 3rd level tech caster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers. At Will: light, mending, minor hologram, on/off 1st Level: decryption program, oil slick, repair droid, smoke cloud, target lock 2nd Level: lock, release.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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Kaadu were large, flightless reptavians that inhabited the swamps of the planets Naboo and Obredaan as well as the moon of Rori. Gungans frequently used them as mounts.

DesignationNon-sentient
ClassificationReptavian
Average height2,24 meters
Average wingspan1 meter
Skin color
  • Yellow
  • Orange
Eye ColorBlack
Distinctions

Billed faces

Homeworld
Naboo
Diet

Omnivorous

Characteristics

The kaadu was a two-legged reptavian at home both on land and in the water: they were excellent runners and strong swimmers, as their lung capacity allowed them to remain underwater for up to two hours. They were very fast, reaching a top speed of 80 kilometers per hour and easily outrunning most other creatures. Kaadu came in shades of yellow and bright oranges. The area around their eyes was a periwinkle color.

Kaadu had sharp hearing and a keen sense of smell. They lacked upper incisors, and as such were unable to chew their food. Their diet consisted primarily of snails, tlickweed, and aquatic plants.

They could be found in huge herds, with the total record documented as 3.4 million animals. They often had close familial ties. Kaadu females laid their eggs on land, often in fields. Because predators such as the peko-peko ate kaadu eggs, the average clutch of eggs was large, usually 100–250, thus ensuring at least some of the younglings survived.

Kaadu were known to be fearless, and many were domesticated by Gungan warriors as steeds during times of conflict, or as patrol animals to police the Gungan cities. Kaadu were highly loyal to their owners; it was said that a Gungan and his kaadu made an inseparable team. Warriors often decorated their steeds with huge titavian feathers. Officers of the Gungan Grand Army rode into battle against the Trade Federation upon their kaadu mounts.

They were also encountered by the Jedi Qui-Gon Jinn and Obi-Wan Kenobi during their task of finding two missing Jedi Master's in the swamps of Obredaan.

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The kaadu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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\"Hey—your spy droids discovered this freighter. You gonna doubt your own tech the way you're doubting me and mine?\"

- Cad Bane, to Darth Maul

CreatorSith
ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
0,3 meters
Sensor colorBlack
Plating colorBlack

The DRK-1 Dark Eye probe droid, also known as the Sith probe droid, Sith seeker, DRK-1 Tracker Droid or Repair droid, was a model of probe droid used by the Sith and later the Galactic Empire.

Characteristics

The DRK-1 probe was a spherical probe droid capable of floating above the ground. Equipped with a single eye, these droids had a black carapace and were fitted with an antenna rising from their globe-like body. Darth Maul's DRK-1 probe droids spoke the language Sisrai.

History

\"Show me.\"

- Darth Maul commanding one of his DRK-1 Dark Eye probe droids

The Sith Lord Darth Maul made use of several DRK-1 probes, keeping at least three of the spy droids aboard his personal starship, the Scimitar. He utilized these droids to track down a freighter belonging to the Haddrex Gang on Nar Shaddaa, which led Maul and his bounty hunter compatriots to the hideout of Xev Xrexus in the Drazkel system. There, Maul followed one of the droids to the location where Jedi Padawan Eldra Kaitis was imprisoned.

In 32 BBY, Maul launched three probe droids while seeking out Queen Padmé Amidala on Tatooine, and successfully located her Jedi protector, Qui-Gon Jinn. Maul recalled his probes and set out on his speeder, the Bloodfin, to engage Jinn in a lightsaber duel. However one of these droids, after rescuing a labor droid and being saved from a sandcrawler by the same droid, decided to remain on Tatoonie with its new friend.

During the Galactic Civil War, these droids were used as repair units by the Imperial Army to make field repairs to vehicles. They were unarmed however, leaving them defenseless against enemies.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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\"That's not a star cruiser. That's a horse. Horses don't fly.\"

- Cindel Towani

Horses were large, solid-hoofed domesticated mammals with a flowing tail and mane. In some parts of the galaxy, they were used as draft animals, as beasts of burden, or for riding. While \"horse\" was the vernacular name for the species used in Galactic Basic Standard, the technical term used by scientists was equus.


DesignationNon-sentient
Skin color

Varied

Distinctions
  • 4 limbs
  • hooves
  • flowing mane
Homeworld
  • Dathomir
  • Endor

Biology and appearance

The species equus, commonly referred to as \"horse\" in Galactic Basic Standard and \"pulga\" in Ewokese, was a non-sentient type of quadrupedal mammal that lived on many planets of the galaxy and was divided into many breeds of different sizes and morphologies. Large black breeds lived on Dathomir, while smaller breeds called \"ponies\"—known as \"gaupas\" in Ewokese—dwelled in the forests of Endor. The size of an Endorian pony was comparable to that of a young Coruscanti armored rat.

Horses were ungulates, using the hooved tip of their toes to move around. Their long, flexible legs allowed them to run really fast, but they were incapable of flying. Their bodies were covered in hair, and a mane of even longer, thicker hair grew about their necks and heads. A horse's head featured a long muzzle consisting of the lips and nose. The eyes of a horse were on the sides of its skull, and its ears protruded from the top of the head. They came in two sexes, with the males being called \"stallions.\"

Many other species that resembled horses were often referred to as \"equine\" or \"equinoid,\" whether related to horses or not. Such beings included the sentient Nazzar, Svivreni, and Thakwaash. Some believed the Half-Bothans were temperamental or volatile because of their \"equine blood.\"

Behavior and intelligence

Horses could be domesticated so that people could ride them, or to carry and pull loads. For that reason, itinerant portrait photographers were known to bring ponies with them. The taming of a wild horse, however, was reputed to be a difficult and perilous task. The ponies raised by the Ewoks were reputed to be swift, brave and tough.

History

When Cindel Towani was befriended by Wicket after her family crashed on Endor, he showed her an Ewok-made pulga statue, which she identified as a horse, as he misunderstood her request for a star cruiser for a pulga due to sharing the same word. Apparently, at least one world visited by the Towani family in the Galactic Empire had horses.

The Ewoks mainly used small gaupas to ride, but also used large pulgas for heavier loads. In the quest to rescue the Towani parents, most of the Ewoks involved rode gaupas, while Cindel and Wicket traveled in a children-carrying basket aboard a full-sized pulga.

The Force-sensitive witches of Dathomir possessed beautiful black horses, which they sometimes rode instead of Dathomiri rancors. Some of the witches, notably Charal, possessed rings of mysterious origin with strange Force \"magic\" properties that allowed the witches to change the physical shapes of both themselves and their steeds.

Charal apparently brought her Dathomiri steed with her to the forest moon. To lure Cindel into a trap, she changed her own shape into a beautiful lady, and her horse into a white steed. Apparently, white horses were considered symbolic of purity and nobility in the Galactic Empire.

The Sanyassan Marauders under King Terak also used large horses as mounts. It is possible they brought these steeds with them to the forest moon, as Charal brought her own horse. The Marauders crashed on Endor almost 100 years before the Battle of Yavin, and the horses and ponies used by the Ewoks may well have been descended from Marauder-introduced stock.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks) and it has 18 force points.

The

padawan knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence

1st-level: cloud mind, heal, project, valor

2nd-level: calm emotions, force barrier

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

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\"Maalraas aren't known for their hide, just their mange.\"

- Torian Cadera

DesignationNon-sentient
Average length2 meters
Skin color
  • Red
  • White
Distinctions
  • Powerful, fanged jaws
  • Force-camouflage
  • Armored hide
  • Blastfire deflecting scales
  • Hairless
  • Quadruped
  • Large claws
  • Tail
Average lifespan
50 years
Homeworld
Dxun

Maalraas or Nighthunters were a non-sentient species of predatory quadrupeds. Nighthunters hunted in packs, using long claws and powerful fanged jaws to disable their victims. Using the Force to cloak themselves, making themselves nearly indistinguishable from the darkest shadows; only extremely well-trained Jedi or Sith could recognize their silhouettes. Their Hides and bones were heavily resistant to lightsabers as well as intense heat. A population existed on the forest moon of Dxun in the Onderon system and possibly Onderon itself. Maalraas had huge fangs that protruded from their round heads and were possibly the ancestors of nighthunters. Maalraas hunted in packs primarily preyed upon cannoks, although if there were too many of them the cannoks could drive the predator away or even kill it. Maalraas were in turn preyed upon by the zakkeg. In 3951 BBY, Mandalorian warriors living on the moon found maalraas to be harsh prey to such a degree that having to clear out a number of them was almost considered a true challenge.

Easy to train from infancy or from older ages, Nighthunters were utilised as Loyal guard beasts and were exported from their unrecorded home world by crime syndicates as well as other wealthy individuals willing to trade on the black market. While plentiful at the time of the old republic era by the time of the Clone Wars, they were thought to be extinct, but at least one still survived on Parein II 4. When the Jedi Knight Valin Draco was dispatched to the world, he was attacked by the beast and was nearly killed, until at last he won the upper hand. Nursing the wounded nighthunter back to health, he named it Crant, and kept it as a pet. Draco was seduced to the dark side during the Great Jedi Purge and joined the Inquisitorius, keeping Crant by his side the entire time. When Draco was sent to the Almas Academy to capture Jedi Master Vhiin Thorla, he ordered Crant to watch over the captured Jedi. While Draco was away, Crant was killed by members of the Alderaanian Resistance sent to free Master Thorla.

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The maalraas's forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks). The maalraas innately knows the following force powers: At-will: force camouflage.

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The maalraas has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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.

The maalraas can make a bite attack and a claw attack.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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\"Though I was seen at court, very few thought I was more than a bauble kept about to add something to the cityscape. What my master wished done was what I did. No questions. No regrets. Total devotion to duty. Those who guessed I was more to the Emperor learned to fear that I might be turned on them someday.\"

- Mara Jade Skywalker

Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Palpatine
  • Jagged Fel
Members
  • Cronal
  • Lumiya
  • Maarek Stele
  • Mara Jade Skywalker
  • Roganda Ismaren
  • Tairi Veila
HeadquartersImperial Palace, Coruscant
Formed fromDark Side Adepts
Date fragmented
  • 4 ABY, upon Palpatine's first death
  • 11 ABY, upon Palpatine's final death
Date restored
  • 10 ABY, during Operation Shadow Hand
  • 44 ABY
Affiliation
  • Galactic Empire (The Emperor)
  • Imperial Remnant (Head of State)

An Emperor's Hand, or Hand of the Emperor, was a Force-sensitive operative recruited, trained, and employed by Emperor Palpatine to perform missions that were impossible, secret, or both. Their counterparts included the Emperor's Reach, Emperor's Voice, and the Emperor's Eyes.

History

Prior to his ascent to Galactic Emperor, Palpatine used a number of assassins, spies, and operatives to achieve his objectives as the Sith Lord Darth Sidious. It was his use of Darth Maul, trained specifically to kill Jedi, who proved effective at handling other tasks, that convinced Palpatine of the usefulness of extremely loyal, effective, and secretive agents. Thus he began developing the Emperor's Hands to create a group that were operatives, not apprentices.

During his reign, Palpatine used the Emperor's Hands to kill enemies where his more obvious tools, like Darth Vader or the Imperial Navy would be ineffective, too public, or inappropriate. Common targets included rogue governors, traitorous commanders, rebellious leaders, or other internal or external concerns.

The exact number of agents is unknown, but following the death of Palpatine, many former Emperor's Hands went on to become independent menaces to the Alliance to Restore the Republic and New Republic. The two most famous Hands, Lumiya and Mara Jade, took wildly different paths from each other; the former founded her own group of Sith, while the latter became a Master in the New Jedi Order and married Luke Skywalker, whom she once had sworn to kill in an act of revenge for killing Palpatine and destroying the Empire.

By 40 ABY, the Hands (particularly Mara Jade, though this narrow viewpoint could be partly fueled by Ben Skywalker's admiration for his mother) were considered the best assassins of their day.

In 44 ABY, Imperial Head of State Jagged Fel reactivated the Hands to give his bodyguard, Tahiri Veila, the authority to command a raid on Hagamoor 3.

Methodology

Selection

Often targeted at infancy, potential Emperor's Hands were tracked with keen interest by Palpatine until they reached maturity. Preferring to begin their training after they had developed, Palpatine waited for a potential Hand to impress him. Some began as thieves, some as warriors, some as assassins, some as entertainers, but each managed to demonstrate their resourcefulness, skills and loyalty without incurring his wrath.

Training

\"You may not realize that my early training consisted of much more than learning to harness the Force. Running, climbing, fighting, learning to move silently, swimming, zero-g fighting and movement; everything could have been made easier by using the Force. I didn't allow that, though.\"

- Mara Jade Skywalker

After selection, an Emperor's Hand went through comprehensive training in varied combat techniques, intelligence gathering and assassination. Each Hand operated independently and was often under the false impression that he or she was the Emperor's Hand. During training, Palpatine cultivated the Hand's latent Force abilities, but avoided providing Jedi or Sith training. Thus, Hands who did not have any Force training prior to their training were not expressly dark side users. The most important of their abilities was a direct telepathic connection to Palpatine that allowed them to communicate across the galaxy.

Operations

\"I was his hand, Skywalker. That's how I was known to his inner court: as the Emperor's Hand. I served him all over the galaxy, doing jobs the Imperial Fleet and stormtroopers couldn't handle. That was my one great talent, you see ― I could hear his call from anywhere in the Empire, and report back to him the same way. I exposed traitors for him, brought down his enemies, helped him keep the kind of control over the mindless bureaucracies that he needed. I had prestige, and power, and respect.\"

- Mara Jade

Once given the title of Emperor's Hand, the agent was granted almost unlimited access and authority to accomplish their missions. Without naming themselves as physical manifestations of the Emperor's will, Emperor's Hands could take command of military units, starships or weapons as necessary.[9] To preserve their effectiveness, only the highest echelons of the Imperial command structure were aware of the Hands' existence. The methodology varied by agent and mission, with styles ranging from silent sniper strikes to destructive rampages. Regardless of their method, each Hand operated as a ghost; striking and vanishing, which elevated them to near mythic levels amongst those who dared cross the Emperor.

Psychology

\"Who were my targets? You name 'em. Ambitious planetary governers, greedy crime lords, disloyal officers. Did I believe they were threats to the general public? Most of them. Did I ever feel sorry for them? Emotions were never part of the job. I was sworn to do the Emperor's bidding. I couldn't even feel sorry for myself if I tried.\"

- Mara Jade Skywalker, in a recording to Tionne Solusar

Unaware, unconvinced, or unconcerned of the Emperor's malicious intentions, the Hands performed their missions out of sheer loyalty to Palpatine. They viewed their killing as a way of defending the citizens of the Empire from its most dangerous enemies, although in many cases their targets were political enemies, rather than rogue commanders or governors. Many, if not all, of the Hands were under the impression that they alone held their particular position, and thus believed their relationship with the Emperor to be a special one. As a result of their extreme loyalty, and mental connection established through the Force, many Hands were deeply affected by his death.

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During her first turn, the Emperor's Hand has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Emperor's Hand scores against a surprised creature is a critical hit.

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On each of her turns, she can use a bonus action to take the Dash, Disengage, or Hide action.

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If the Emperor's Hand fails a saving throw, it can choose to succeed instead.

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The Emperor's Hand deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Emperor's Hand that isn't incapacitated and the Emperor's Hand doesn't have disadvantage on the attack roll.

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The Emperor's Hand is a 5th level tech caster (tech save DC 15, +7 to hit with power attacks, 22 tech points). The Emperor's Hand knows the following powers. At Will: light, poison spray, venomous strike 1st Level: alarm, holographic disguise, poison dart, tranquilizer 2nd Level: darkvision, infiltrate, paralyze humanoid, smuggle, truth serum 3rd Level: invisibility to cameras, tech override.

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The Emperor's Hand is a 5th level force caster (force save DC 17, +9 to hit with power attacks, 24 force points). The Emperor's Hand knows the following powers: At Will: affect mind, force disarm, mind trick 1st Level: breath control, force body, force jump, sense emotion, slow descent 2nd Level: coerce mind, dark shear, force confusion 3rd Level: knight speed, force repulse

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\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small ysalamiri. The swarm can't regain hit points or gain temporary hit points.

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The swarm creates a 1080 foot radius bubble that neutralizes the presence of the force, or a 80 foot radius bubble if the swarm has half its hit points or fewer.

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 5 (2d4) kinetic damage

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 2 (1d4) kinetic damage

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\"It's the trooper you don't see that will get you.\"

- Cassian Andor

Organization type

Specialized stormtroopers

Sub-group(s)
  • Darth Vader's guard
  • Death Squad
  • DT-F16's squad
  • Unit TI-23
  • Tarkin's guard
  • Thrawn's guard
Location(s)
Death trooper training camp, Scarif
Affiliation
  • Galactic Empire (Imperial Intelligence)
  • GIdeon's Imperial remnant

Death troopers were an elite variant of the Galactic Empire's stormtroopers designed for stealth, espionage and lethality. Operating under Imperial Intelligence, they served as protective details and bodyguards for significant Imperial officers and members of the Tarkin Initiative, as well as special-assignment commandos. They wore black suits of body armor and specialized helmets with vocal scramblers, micro-motion sensors, and heads-up displays with data on enemy and friendly positions on the battlefield. Death troopers were trained in unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. They were experts at covering their tracks, leaving little to no evidence of their missions.

History

Age of the Empire

Death troopers were named by Emperor Palpatine himself to capitalize on rumors about a legendary Imperial Military Department of Advanced Weapons Research project to revive necrotic tissue, which ultimately resulted in the creation of uncontrollable Undead Troopers sometime between 1 and 3 ABY.

Early during the construction of the Death Star above the planet Geonosis, Governor Wilhuff Tarkin was accompanied by a squad of death troopers to Scarif to confront Darth Vader's breach of security. After Tarkin confronted Vader, Vader was ordered by Emperor Palpatine to uncover who was responsible for several sabotage attempts on the Death Star's construction.

After arriving on Geonosis, Commander Orson Callan Krennic greeted Vader on a landing pad with a number of death troopers. An assassination attempt was made on Krennic and Vader, as an explosion sent a pile of rocks crashing down on the Imperials, crushing several death troopers. Despite the attempt, Vader investigated and eventually learned that a rogue Geonosian hive led by a Geonosian queen were responsible. Vader and a contingent of death troopers then fought in a skirmish in the Korakanni Mound, killing the saboteurs and the queen.

In 13 BBY, a squad of death troopers accompanied Director Krennic to Lah'mu. There, they demolished the Erso homestead and took Galen Erso to complete his work on the Death Star. One of the troopers killed Erso's wife, Lyra, and the squad attempted to find his daughter, Jyn Erso, with no success.

Growing rebellion

During the early days of the Rebel Alliance, another squad of death troopers served under the command of the Seventh Fleet's commander, Grand Admiral Thrawn. They assisted Thrawn in capturing former ISB agent Kallus, following the latter's discovery as a Rebel spy, and held him during the Battle of Atollon. In the later part of the battle, the squad accompanied Thrawn to Chopper Base to capture senior Alliance officers such as General Jan Dodonna and Captain Hera Syndulla. However, the Rebels were able to escape when a mystical Force being called the Bendu attacked both the Imperial and Rebel forces. On Thrawn's orders, the death troopers concentrated their fire at Bendu, wounding him and sending him crashing to the ground.

In 1 BBY, a squad under Commander DT-F16 accompanied a kyber crystal shipment and several technicians aboard Freighter 2716. After departing from Faos Station, DT-F16 and her squad came under attack by Partisans' leader Saw Gerrera and Spectres Ezra Bridger and Sabine Wren. DT-F16, her squad and other troopers were then left behind by the Spectres and were destroyed, along with Captain Slavin's Star Destroyer when the kyber crystal they were escorting exploded.

A death trooper, DT-L21, was stationed at Jhothal. There, he commanded stormtroopers when they discovered that the Spectres had returned. He, his Viper probe droids and troopers searched the sewers for the Spectres, to no avail. The death troopers then accompanied Grand Admiral Thrawn and Governor Pryce to the Imperial airfield to watch a test flight of the new TIE/D Defender Elite. When Bridger revealed himself, the death troopers were ordered by Thrawn to secure the TIE/D Defender. However, they lost when Wren stole the fighter.

Several death troopers then assisted Governor Pryce and Rukh in pursuing Syndulla when Jedi Knight Kanan Jarrus rescued her from the Imperial complex. The death troopers were able to catch to Jarrus and Syndulla.

Several death troopers then accompanied Minister Veris Hydan as the Empire and Mining Guild were excavating Lothal's Jedi Temple. They assisted Hydan in interrogating Wren, striking her in the head. However, Wren was able to knock one out when Captain Garazeb Orrelios rescued her.

Several death troopers were stationed at the Imperial Complex. With Rukh, the death troopers fought the rebels and attempted to stop them from reactivating the shields. They were taken out by Captain Orrelios. The remaining death troopers of Thrawn's guard were with him aboard the Chimaera and were taken out by Bridger before the ship was taken by the Purgil to an unknown location.

War

\"...And I've seen plenty of death troopers just like you live up to their name...by dying.\"

- Cordo, instructing his death troopers

One year later, death troopers would continue to escort Krennic during the Death Star's initial testing stage at Jedha and during his trip to Eadu. Krennic would later deploy his death trooper squad during the Battle of Scarif when they fought Rebel ground forces that had infiltrated the planet. They managed to annihilate the remnants of the Rebel strike team. However, the entire squad was killed by Baze Malbus and Cassian Andor shortly before Krennic's death.

In the aftermath of the Battle of Yavin, death troopers served aboard Hivebase-1, a secret space station made by the Tarkin Initiative, serving under Commander Yewl. Yewl's death troopers fought Dr. Aphra's crew and their prisoner, Rebel General Hera Syndulla, until they escaped. They were killed when Hivebase-1 was destroyed.

Several accompanied Lieutenant-Inspector Magna Tolvan on Coruscant.[21]

After the Empire

Approximately nine years after the Battle of Yavin, a squad of death troopers served in an Imperial remnant led by Moff Gideon. The troopers opened fire on a cantina on Nevarro, killing \"the Client\" and several stormtroopers while also trapping \"the Mandalorian\", Greef Karga and Carasynthia Dune inside.

The standoff was interrupted shortly after, with IG-11 arriving to assist the Mandalorian and his comrades. As the group fought their way out of the cantina, a fierce battle ensued, with two death troopers resorting to hand-to-hand combat after they were disarmed. With the fight raging outdoors, several death troopers circled around to breach the cantina, and attempted to flush Cara Dune out with saturated blaster fire. The remaining death troopers escorted Moff Gideon, as he gave the order to \"burn them out.\"

Legacy

During the cold war between the Resistance and the First Order, Agent Terex of the First Order Security Bureau had possession of a death trooper helmet aboard the Carrion Spike that was displayed next to the helmets of an Imperial Royal Guard, an AT-AT pilot, a coastal defender stormtrooper, and others, along with a custom set of armor.

Training

\"We have a mission, and we'll fulfill it. Don't expect any more.\"

\"Or any less.\"

- Pik and Waffle

Death troopers were elite stormtroopers in the Galactic Empire's military. Stormtrooper candidates who excelled at their training were reassigned to the advanced death trooper camp on Scarif. Death troopers were required to meet rigid physical and ideological standards, with height and weight standards that exceeded typical trooper averages. The candidates were also subjected to a battery of physical tests and classified surgical enhancements, making them somewhat \"beyond human.\" Additionally, death troopers had to complete rigorous training in exotic environments to be stronger, faster, and more resilient than the norm. Other specialties included unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. In the field, death troopers operated in small groups, with each trooper specializing in a specific skill set.

Shortly before the Battle of Scarif, General Sotorus Ramda requested to be returned two platoons of death troopers, as their training camp on Scarif needed more instructors. Ramda preferred veteran death troopers with body augmentations at v1.01 or earlier.

Equipment

\"I presume these death troopers are combat-capable even without their armor and heavy weapons?\"

- Ar'alani

Death troopers were equipped with advanced armor considered an improvement over the standard stormtrooper kit. The helmet featured a number of advanced sensor and targeting systems to give total situational awareness of combat areas, enemies and allies. These various upgrades to the helmet systems included a Neuro-Saav macromotion monitor, multi-frequency targeting and acquisition sensors and image-intensifying active pulse emitters, the latter of which was stored within the two green \"dots\" at the bottom front of the helmet. The helmets also included voice scramblers which allowed them to speak in death trooper encryption, which made their communications impossible for anyone except another death trooper to understand, along with adding to their intimidating appearance.

Death trooper armor was covered by a spray polymer called reflec, which warped electromagnetic signals commonly found in sensor arrays. This made death troopers well suited for stealth operations. Underneath their armor, troopers wore an environmentally sealed bodysuit. Death trooper pauldrons on their right shoulder denoted rank, but appeared black and featureless to individuals if not viewed through a trooper visor.

Death troopers were equipped with a variety of tools and weapons depending on their specialties. On their chest, death troopers strapped on an IM-40 three-slot ammunition and tool pouch. Weapons commonly used included the SE-14r light repeating blaster, E-11D blaster carbine, DLT-19D heavy blaster rifle, DLT-19 heavy blaster rifle, and Smart Rockets. Grenades included the C-25 fragmentation grenade, baradium thermal detonator and a Sonic Imploder or a Thermal imploder.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":6,"powerLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"truesight 15 ft., blindsight 30 ft., darkvision 60 ft., passive Perception 17","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":1,"passive":17,"prof":6,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":2,"ability":"dex","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"sur":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":14,"prof":3,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","token":{"flags":{},"name":"Death Trooper","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"6KJZmFh7hnrYuo8t","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":97,"max":97},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWIxZWQxMDk3OTgy","flags":{},"name":"Skirmish","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The trooper can use Disengage as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NjcxZTExYTA5ZTdl","flags":{},"name":"Precise Shot (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) energy damage on a hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NDVlMzk0OGU3Nzk5","flags":{},"name":"Enhanced Sensors","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjM2NjdjYjIxNDJk","flags":{},"name":"Enhanced Weapons","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The troopers weapon attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OWE0YjQwMzRkM2E5","flags":{},"name":"Stealthy","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The trooper can take the Hide action as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NmJlZThhOWIzYzVj","flags":{},"name":"Surprise Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"N2IwMTNkOWVmNjI0","flags":{},"name":"Leadership (Recharges after Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NDBhYTUyNjYyNmE1","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The trooper makes two melee attacks or four ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NmU3ZThlZjQ1MmU3","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"YWM5YzgxNGFkNWJi","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"YWYwMGRjYjcxNjk1","flags":{},"name":"Volley (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

.

The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000}]} +{"_id":"6MDNWJLJ3hASdivD","name":"**Mandalorian Explosives Artiste","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"mesh armor, light shield generator"},"hp":{"value":137,"min":0,"max":137,"temp":0,"tempmax":0,"formula":"21d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","speed":{"value":"30 ft","special":"fly 30 ft"},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":137,"min":0,"max":137},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the artiste can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MDUzYjE4NDdhZmIz","flags":{},"name":"Explosives Expert","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

As a bonus action, the artiste throw a grenade. Additionally the artiste's explosives deal two extra die of damage and the DC increases by 2 (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDI0MzEyM2NkM2Fk","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

The artiste has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDcwNzI2N2UwZTMz","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the artiste has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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If The artiste fails a saving throw, he can choose to succeed instead.

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The artiste deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MGFhMGU5ZmZkNGYy","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the heavy gunner adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"Njg0NDYyMDdkMjgz","flags":{},"name":"Tactical Technology","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"OTE2NjIwZTc0MTZi","flags":{},"name":"Tech-Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

The artiste is a 8th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 37 tech points.

The artiste knows the following tech powers:

At will: assess the situation, on/off

1st level: element of surprise, energy shield, flash, homing

rockets, smoke cloud, spot the weakness, stack the deck,

tranquilizer

2nd level: concealed caltrops, detect traps, electromesh,

magnetic field, overheat, shatter

3rd level: debilitating gas, diminish tech, explosion, fabricate

trap, kolto cloud, sabotage charges, scramble interface

4th level: salvo, sensor probe

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MTA1NjQyMmJkYTQ0","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

The artiste adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The artiste makes one weapon attack with its blaster pistol, one offhand blaster pistol attack and throws a grenade or fires a jetpack rocket, if available.

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"M2U0NGMxMTY5Njk5","flags":{},"name":"Offhand Blaster pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":150000},{"_id":"OWZiYzEzMzAwMTFk","flags":{},"name":"Fragmentation Grenade (6/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

.

The artiste throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage on a failed save, or half as much as on a successful one.

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.

The artiste throws a grenade filled with paint, choosing a point within 35 ft. Each creature within 15 feet must make a DC 16 Dexterity saving throw. A creature takes 5 (2d4) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded, a creature can use its action to wipe away the paint removing the condition.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000},{"_id":"ODg1NTQxNjFmZWFm","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000},{"_id":"OTgwNDZhMzZiOGE2","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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Darth Maul

Maul, a Force-sensitive Dathomirian Zabrak male, was a dark side warrior who served as the apprentice Dark Lord of the Sith during the final years of the Galactic Republic and reigned as a crime lord during the rule of the Galactic Empire. The son of Mother Talzin of the Nightsisters, he was taken at a young age by Darth Sidious, who anointed his first Sith apprentice Darth Maul. Through his training, Maul grew strong in the dark side of the Force, becoming an expert lightsaber duelist and assassin who yearned to reveal the Sith's continued survival to the Jedi Order. During the crisis on Naboo in 32 BBY, Maul confronted Jedi Master Qui-Gon Jinn and Padawan Obi-Wan Kenobi. Although he succeeded in killing the former, Maul was maimed by Jinn's apprentice, who left the Sith Lord for dead. As a result of Maul's defeat and apparent death, Sidious replaced him with Count Dooku, Jinn's Jedi mentor who adopted the Sith persona of Darth Tyranus.


Fueled by his hatred for Kenobi, Maul reconstructed himself as a cyborg, although the experience of his defeat drove him insane. He was presumed dead for over a decade until his brother, Savage Opress, found Maul and restabilized his mind with the help of Mother Talzin. By that time the Clone Wars raged across the galaxy. Believing he had been cheated of his place in galactic history, Maul embarked on a quest for revenge against Kenobi, whom he blamed for his fate. He also used the galactic conflict as an opportunity to form his own criminal empire, the Shadow Collective, through various alliances including the Pyke Syndicate, the Black Sun, and the Death Watch. Their combined resources enabled Maul to overthrow the New Mandalorians and install a puppet government on Mandalore. As his power and influence increased, Maul became a threat to Sidious' own plans for the future. The Dark Lord confronted Maul in person; after killing Opress, Sidious denounced his former apprentice as a Sith no longer due to the Rule of Two.


In the waning days of the Clone Wars, Maul escaped from Sidious and ultimately returned to Mandalore where he was overthrown by former Padawan Ahsoka Tano and an army of clone troopers. However, Maul survived the war and continued to build his own empire as a crime lord and the secret leader of Crimson Dawn. He was later stranded on the planet Malachor, where he hoped to destroy the Sith by unlocking the superweapon at the heart of the Sith temple. Maul's plan was thwarted by two Jedi, Kanan Jarrus and Ezra Bridger, the latter of whom Maul hoped to corrupt as his own apprentice. After escaping Malachor, Maul continued to try to tempt Bridger to the dark side before ultimately learning that Kenobi was still alive in spite of Order 66 and the Jedi Purge. Seeking hope and purpose, Maul sought Kenobi on Tatooine, the same planet where he had first revealed himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a brief lightsaber duel for the last time. Kenobi cut Maul's lightsaber in half and dealt Maul a lethal blow, ending Maul's decade-spanning quest for vengeance. He died moments later with the knowledge that Kenobi was protecting Luke Skywalker, who Kenobi believed was the Chosen One, who would avenge Maul.


As the apprentice of Darth Sidious, Maul was trained to be a living weapon of the Sith, one intended to help Sidious bring about the destruction of the Jedi and take over the galaxy. He became an acrobatic and highly-trained warrior, one who could relentlessly pursue his enemies while utilizing his double-bladed lightsaber. Indeed, Maul had been trained in several forms of lightsaber combat. During his duel on Naboo against Jinn and Kenobi, he demonstrated the ability to fight both the Jedi Master and his apprentice simultaneously on equal grounds as well as overpower Kenobi after he killed Jinn. Though Kenobi managed to defeat Maul, this was due to Maul's own hubris and neglect for the fallen Jinn's lightsaber. He later outmatched Kenobi in a number of encounters after emerging from exile, including the fight over Raydonia, though their duel on Florrum ended in stalemate.

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As a bonus action, Sith Blade Dancer casts rage on himself the first time his hit points are below half (178) on the start of his turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NzQ0NThkN2ZjYTdh","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

Sith Blade Dancer is an 11th-level forcecaster. his forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 48 force points).

Sith Blade Dancer knows the following force powers:

At-will: affect mind, force disarm, force push/pull, mind trick,

saber reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: battle meditation, coerce mind, force confusion,

hallucination

3rd level: choke, force repulse, knight speed

4th level: freedom of movement, locate creature, mind trap

5th level: improved phasestrike, telekinesis

6th level: crush

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODdhNzA1ZGU4NmZh","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YzY2ODc5MThkYzFl","flags":{},"name":"Second Heart (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

When Sith Blade Dancer is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2RlYTdhZDZjN2My","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZDEyYThjNTlhNDM3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When Sith Blade Dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZmUyYzVhYjI2ZmNh","flags":{},"name":"Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"NzBiYzg0MjhkZjEy","flags":{"exportSource":{"world":"062test","system":"dnd5e","coreVersion":"0.6.4","systemVersion":0.93}},"name":"Unarmed Strike","type":"weapon","img":"systems/dnd5e/icons/skills/blood_11.jpg","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Sith Blade Dancer's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"MjhjNzkxMDllMjkz","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MzhlZWI4YjUzYmNi","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

.

Sith Blade Dancer can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"MDM1ODJiM2RjMzBl","flags":{},"name":"Doublesaber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

.

Sith Blade Dancer makes one Doublesaber attack.

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\"Affirmative, AT-ST support is on the way.\"

- An Imperial technician

Manufacturer
  • Kuat Drive Yards
  • Imperial Department of Military Research
ClassCombat walker
Cost

Not available for sale

Length4,5 meters
Height9 meters
Mass12.100 kilograms
Cargo capacity200 kg

The All Terrain Scout Transport (AT-ST), also known as a Scout Transport, Scout Walker, or derisively as a chicken walker, was a lightweight, bipedal walker used by the ground forces of the Galactic Empire. Later, the First Order used an updated variant of the AT-ST within their military.

Characteristics

\"The AT-ST kept spitting lasers at us, and we kept sinking lower and lower into the snow. Each blast took another bite out of the lip of the trench.\"

- Chanda Bethari describes an AT-ST firing on Hoth

AT-STs were commonly used to screen the flanks of larger assault walkers for major ground operations. The Empire used them for swift reconnaissance and troop support. As such, they were essential for cleaning up minor resistance along the path of a planned invasion route, and could quickly eliminate any small threats that evaded an AT-AT's barrage. The walker was commonly used on anti-personnel hunting missions, and was piloted by two AT-ST drivers with superior skills of balance and agility.

AT-STs were equipped with two chin-mounted MS-4 twin blaster cannons capable of firing at a range of two kilometers. It also featured one cheek-mounted 88i twin light blaster cannon and one cheek-mounted DW-3 concussion grenade launcher capable of doing massive damage to enemy vehicles and ground troops at close range. They were excellent at dealing with large amounts of infantry as well as mounted turrets that were too risky to be taken out with rocket launchers. Its clawed feet could slash apart wires and fences at ground level.

Reinforced armor plates enveloped the control cabin, protecting the two-person crew. Its two armored viewports were deliberately set to give any viewer the unsettling sensation of staring into the face of a soulless beast or oversized combat droid. Inside the control cabin, the command module featured a holographic 360-degree view of the combat zone. The \"head\" itself was capable of rotating 240 degrees side to side, greatly benefiting the gunner's target-acquisition abilities and capabilities for destruction. The walker's deceptively rickety gait belied a potent patrol vehicle. Gyros, flexible joints, footpad sensors, and shock absorbers formed a sophisticated system that controlled balance and stabilized the walker across a variety of terrains.

Despite its speed and agility, an AT-ST walker's offensive and defensive power were significantly compromised. Offensively, its weapons systems were only good against lightly armored targets at close range. Defensively, its lighter armor could repel attacks from small-arms fire, but not laser cannons, missiles, or other heavy ordnance. Its armor did not cover its entire frame, lest the walker lose its agility. Striking the walker's unprotected gyros underneath the command module could destabilize the walker and cause it to fall. Additionally, deep trenches or cable lines leveled at the height of the AT-ST's ankles and knees could cause it to trip and topple the vehicle.

The modular design of the All Terrain Scout Transport allowed for ease in customizing the walker with armaments and tools for specific mission parameters. Mortar launchers were one such weapon that could be attached to the command pod of the AT-ST.

The Ewoks of Endor discovered that the AT-STs were vulnerable to anti-Gorax traps. Ramming logs could smash through the walker's head, destroying the cockpit. One of its other weaknesses was its susceptibility to hijacking, despite the height of the vehicle seemingly making hijacking an impossibility. A sufficiently strong force could rip the entrance hatch off the top of the walker. If commandeered, the walker's cannons could easily penetrate other AT-STs' armor.

Variant models

AT-ST Mark III

The AT-ST Mark IIIs were equipped with experimental armor that provided more speed and durability than that of the standard AT-ST. Mounted with twin heavy laser cannons and piloted by veteran crews, they excelled against most targets.

AT-ST Raider

A variant used by a Klatooinian tribe.

Cold weather AT-ST Mark III

A variant of the AT-ST Mark III. This variant had its internal systems retrofitted to allow for optimal performance in sub-zero temperatures.

Enhanced AT-ST Walker

The enhanced AT-ST Walkers boasted enhanced power couplings and sub-systems, allowing their weapons to fire high-powered blasts at a faster rate than average. They also had dark armor plates.

First Order AT-ST

The First Order utilized an updated version of the AT-ST that featured upgraded armor and gyroscopic systems.

All Terrain Heavy Scout

The All Terrain Heavy Scout was variant of the highly evolved First Order AT-ST, which saw service in the First Order army during the intergalactic First Order–Resistance war.

History

\"The big AT-AT's mostly advanced up the middle, so out on the edge of the battlefield we'd been pinned down by a little scout walker. I guess it wanted to keep us from flanking it's big cousins.\"

- Chanda Bethari's account of fighting an AT-ST on Hoth

Part of the All-Terrain walker family, the AT-ST's role in supporting Imperial ground operations earned it the moniker \"scout walker\" owing to its ability in ferreting out enemy positions and inspecting locations in advance of larger walkers. It was better equipped than the Republic AT-RT.

The Imperial Military commonly used the AT-ST in a variety of environments. At least one AT-ST was deployed on Jedha in 0 BBY in a battle during the planet's insurgency. The walkers were also used in the Galactic Civil War, and between the Battle of Yavin and Battle of Hoth, the Alliance to Restore the Republic operated stolen AT-STs, and provided them to Saponza's Gang, who often fought against the walkers. Several fought alongside AT-ATs at the Battle of Hoth. They also notably participated in the Battle of Endor, where they were defeated by the Ewoks and their traps. The walkers were also used by the Empire in the final battle of the Galactic Civil War, the Battle of Jakku, which ended up being an overwhelming victory for the New Republic.

Thirty years after the close of the Galactic Civil War, a splinter military group of the New Republic called the Resistance utilized old Imperial AT-STs in combat against the reorganized remnants of the Galactic Empire, the First Order. They possessed an orange repaint and were crested with the Resistance starbird.

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Creatures of Medium size or smaller can stand in the AT-ST's space.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The AT-ST's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The AT-ST can use its Frightful Presence. It then makes two attacks with its medium repeating blasters or takes the Stomp action.

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Ranged Weapon Attack +7, Range 12/240 ft., One target. Hit : 25 (4d10+3) energy damage

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All creatures standing within the AT-ST's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

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.

Each creature of the AT-ST's choice that is within 80 feet of the AT-ST and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-ST's Frightful Presence for the next 24 hours.

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\"If you told me I could only see one creature in the galaxy, it would be a fathier. Someday I want to see a fathier race! I wouldn't even bet – I'd just watch!\"

- Paige Tico

DesignationNon-sentient
Average height3 meters at the shoulder
Hair colorBrown
Eye colorBlack
Distinctions
  • Four long legs
  • Powerful forearm muscles

Fathiers were a species of non-sentient quadrupeds that resided in the galaxy. They were often used as mounts, and wealthy inhabitants of Kergans and Cantonica rode them in competition.

Biology and appearance

\"Sounds like the feisty filly in the corner stall is having trouble sleeping. Did you do the endurance exercises with her in the double-gravity chamber today? You know fathiers need heavy exercise when they're cooped up on a ship like this.\"

\"Sorry. I had to clean the reflux combusters—\"

\"No excuses. Each of these fathiers is worth more than three years of your wages.\"

- Ulina and Teal

A non-sentient quadruped species, fathiers were distinguished by their long legs, brown fur, and large ears, which dissipated body heat. Fathiers could run at great speeds (up to 75 kilometers per hour) across various terrains, including beaches, fields, and cliff faces. Their speed made them sought after by wealthy residents of the galaxy, and the creatures were viewed as graceful and majestic. On average, fathiers stood three meters high at the shoulder; people seeing one in person for the first time were often shocked by their size. When cooped up, fathiers required endurance exercises, so fathier transports were equipped with double-gravity chambers. They were known for their stinky, spicy smell.

Behavior

Fathiers could be domesticated, and they were used as mounts in competition. The inhabitants of the planet Cantonica exploited them in highly popular races on the Canto Bight racetracks, in which the animals suffered abuse.

History

Around 1 BBY, the Spectre and Jedi padawan Ezra Bridger, while exploring the world between worlds, came across a mysterious portal decorated with constellation-like images of fathiers. However, he did not examine or enter it.

During the Galactic Civil War, the Alliance to Restore the Republic used fathiers ridden by Tognath mercenaries in hit-and-run combat missions.

In 34 ABY,[12] Resistance operatives Finn and Rose Tico traveled to Cantonica in search of a Master Codebreaker. During their search, the two ran into trouble with the Canto Bight Police Department, and they hid in the fathier stables at the Canto Bight racetrack. With the help of stable boy Temiri Blagg, Finn and Tico let the fathiers loose, riding one to escape the police force.

Fathiers in the galaxy

\"I learned to hunt with bassa hounds. I learned to ride fathiers in competition. I hated all of it.\"

- Lorica Demaris

At some point in his life, the Corellian Geb Teldar mucked the stall of a fathier for a living. Lorica Demaris, a Zeltron from the planet Kergans, learned to ride fathiers in competition, which she hated. Fathiers were found across the galaxy, but their homeworld was considered a mystery.

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The fathier has advantage on Wisdom (Perception) checks that rely on hearing.

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If the fathier moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the fathier can make another attack with its hooves against it as a bonus action.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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If the acklay moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one claw attack against it as a bonus action.

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Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone scout troopers, also known as clone scouts, were specialized clone troopers that served in the Grand Army of the Galactic Republic during the Clone Wars. Trained for reconnaissance and warfare over difficult terrain, a battalion of scout troopers deployed to the planet Kashyyyk during the final days of the conflict, and fought alongside the native Wookiees against the droid armies of the Confederacy of Independent Systems.

History

Clone Wars

Clone scout troopers were a variant of the Galactic Republic's clone trooper, trained in reconnaissance and warfare over difficult terrain. Before larger troop actions, small groups of the scouts were deployed to survey territory, and, because of their survival skills, they were suited for fighting in wilderness conditions.

During the final year of the Clone Wars, the 41st Scout Battalion—led by Jedi Generals Yoda and Luminara Unduli, as well as Clone Commander CC-1004 \"Gree\"—was deployed to the planet Kashyyyk to aid the Wookiees in their fight against the Separatist Droid Army. As Confederate forces stormed the beach, scout troopers were tasked with defending Kachirho, the capital of Kashyyyk. Using barricades and trenches as cover, the scout troopers and Wookiees engaged the battle droids in a brutal confrontation. A number of scout troopers acted as sharpshooters along Tree Kachirho whilst many more lined the top of the seawall. During the battle, Commander Gree received Order 66 from Supreme Chancellor Sheev Palpatine and proceeded to carry out the order. He approached Grand Master Yoda and the Wookiee generals, atop a high command post overlooking the battle, and prepared to fire on his commanding officer. However, the Jedi felt a great disturbance in the Force, as Order 66 was carried out across the the galaxy, and beheaded Gree and another clone before they could execute him.

Legacy

After the Galactic Empire was established, the Grand Army of the Republic transitioned into the Imperial Army and Stormtrooper Corps. Like the Republic, the Empire made use of its own scout troopers, who saw action throughout the Imperial Era.

Equipment

Clone scout troopers were equipped with camouflaged Phase II ARF armor and were trained for reconnaissance. Scout troopers also possessed survival gear and had macrobinoculars built into their helmet.

For general information about troopers, see Trooper

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The scout trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The scout trooper makes two weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"Clear the bridge. Escort the officers down to the hangar.\"

- Poe Dameron

Officer was a commissioned military class. Generally they were above the enlisted soldiers in positions of authority and command. Officers could be divided between junior officers of lower rank, and senior officers of a higher rank. Republic officers were command military personnel who served the Galactic Republic during the Clone Wars, while Separatist officers were command military personnel who served the Confederacy of Independent Systems armed forces. Imperial officers were command military personnel of the Imperial Military.

All military organizations depended on officers to effectively function. Non-commissioned officers would work with line infantry, while generals would create strategies and tactics.

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Friendly creatures that it can see and hear the officer within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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Up to three allies within 120 feet of this officer that can hear it can each use their reaction to make one weapon attack.

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The officer targets up to three allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed.

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok hunter has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok hunter can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok hunter has advantage on an attack roll against a creature if at least one of the hunter's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The ewok hunter has advantage on attacks againts creatures that it has surprised.

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The ewok hunter has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The Ewok Hunter makes two attacks.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage plus 3 (1d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 6 (1d6+3) kinetic damage plus 3 (1d6) poison damage

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\"Clear the bridge. Escort the officers down to the hangar.\"

- Poe Dameron

Officer was a commissioned military class. Generally they were above the enlisted soldiers in positions of authority and command. Officers could be divided between junior officers of lower rank, and senior officers of a higher rank. Republic officers were command military personnel who served the Galactic Republic during the Clone Wars, while Separatist officers were command military personnel who served the Confederacy of Independent Systems armed forces. Imperial officers were command military personnel of the Imperial Military.

All military organizations depended on officers to effectively function. Non-commissioned officers would work with line infantry, while generals would create strategies and tactics.

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Friendly creatures that it can see and hear the officer within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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The junior officer targets one ally within 30 feet of it. If the target can hear the officer, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Lando Calrissian

Landonis Balthazar Calrissian, simply known as \"Lando,\" was a human male smuggler, gambler, and card player who became Baron Administrator of Cloud City and, later, a general in the Rebel Alliance. Born on Socorro, he was the owner of the Millennium Falcon before losing it to Han Solo in a game of sabacc on Numidian Prime. After losing the Falcon, Calrissian put an end to his days as a smuggler and became an entrepreneur, setting up a small mining operation on the planet Lothal before eventually becoming the leader of Cloud City in the skies of the planet Bespin.

During the Galactic Civil War, Darth Vader arrived on Cloud City in order to lay a trap for his son, Luke Skywalker. As part of the trap, the Dark Lord of the Sith forced Calrissian into tricking a group of Rebels, including Solo and Princess Leia Organa, leading them to Vader himself. Though Vader promised to leave Cloud City without an Imperial presence, Calrissian felt the deal had been altered to the point where he could no longer tolerate it. Calrissian alerted his citizens to the Galactic Empire's presence and impending occupation, and he ordered an evacuation. He helped the Rebels try to rescue Solo, who had been frozen in carbonite, from Boba Fett, but the bounty hunter escaped.

Calrissian joined the Rebel Alliance and set out to find Solo. After locating him in the palace of Jabba the Hutt on Tatooine, Calrissian aided in his rescue. The Rebels returned to the fleet and Calrissian became a general, volunteering to lead the assault on the DS-2 Death Star during the Battle of Endor. During the battle, he piloted the Millennium Falcon into the battle station's core, firing the shot which destroyed it.

In years of peace after of the Empire's dissolution, Calrissian started a family and fathered a daughter. However, while she was only an infant, his daughter was kidnapped by the First Order. Six years later, he embarked on a quest to the desert planet of Pasaana with Luke Skywalker to find answers about the growing darkness in the Force, but failed to uncover anything. Seeking to bury the pain of those memories, Calrissian settled on Pasaana and led a solitary lifestyle where he was known as the \"Hermit\" to the native Aki-Aki. He lived alone for some years while keeping contact with the Solo family and was later asked by Organa's Resistance for his aid in the war against the First Order.

In 35 ABY, Lando helped the Resistance and reunited with his old friend, Chewbacca. Calrissian played one more role in the fight for galactic freedom as he brought an assembled galaxy fleet to reinforce the Resistance at the battle at Exegol, from which the Resistance emerged victorious.

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When the Baron makes an attack roll, and the result is less than 20, he can roll 1d10 adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

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As a bonus action the Baron can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following bene\u0000ts:

After analyzing a hostile creature, the Baron can use its Intelligence modi\u0000er instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the Baron's Critical Analysis on them (no action required). The target then gains a +6 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes

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On each of its turns, the Baron can use a bonus action to take the Dash, Disengage, or Hide action.

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When the Baron makes an attack roll, an ability check, or a saving throw, he can choose to roll an additional d20. He can then choose which of the d20s is used for the attack roll, ability check, or saving throw.

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Whenever the Baron rolls a 7 on an attack roll against the target of it's Critical Analysis feature, the attack automatically hits. When attacking with advantage or disadvantage, this e\u0000ect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

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When the Baron fails a saving throw, he can choose to succeed instead.

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The Baron can take a second reaction each round. It can only take one reaction per turn.

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The Baron deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Baron that isn't incapacitated and the Baron doesn't have disadvantage on the roll.

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When a creature hits the Baron with a weapon attack roll, roll 1d10. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

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If the target of the Baron's Critical Analysis hits him with a weapon attack roll, he can use his reaction to roll 1d10. On a 4 or higher, the Baron imposes disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once.

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.

The Baron makes three weapon attacks.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 14 (2d8+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (2d4+5) kinetic damage

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\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa can breathe air and water.

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The fambaa carries a fortified platform on its back. Up to six Medium creatures can ride on the platform without squeezing. Creatures on the platform have three-quarters cover against attacks and effects from outside it. If the fambaa dies, creatures on the platform are placed in occupied spaces within 10 feet of the fambaa.

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The fambaa deals double damage to objects and structures.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"MTMzOTAyMjU4NWU4","flags":{},"name":"Stomp","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/057_-_Fambaa_Howdah/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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When the trandoshan attacks uses its multiattack, it can use a bonus action to make another attack. The trandoshans doesn't add its ability modifier to the damage of this attack.

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The trandoshan makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 4 (1d8) kinetic damage

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase I Dark Trooper

The Phase I dark trooper was the earliest dark trooper and was little more than a lightsaber-resistant phrik skeletal frame equipped with a vibrosword attached to its right arm, and a blast shield on its left. It served primarily as an installation sentry.

The Phase I dark trooper had visible power cords and couplings, which were prime weak points. The prototype of this \"super trooper\" had a small jump pack for short bursts of speed to increase the velocity of its vibro blades.

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When the droid drops below half its hit points (52), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (52), the Phase One Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase One Dark Trooper can make three melee attacks with its wrist blade or shield.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 15 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor is a 10th-level forcecaster. It's forcecasting ability is Charisma (force save DC 14, +6 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-4th level (33 Force Points): animate weapon, improved

dark side tendrils, choke, drain life, force sight, force

suppression, horror, force jump, sense force, sever force, stun

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The inquisitor has advantage on saving throws against force powers.

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When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage

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Ranged Weapon Attack +6, Range 120 ft., One or two targets. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 16 Strength saving throw or become restrained until the end of the inquisitor's next turn.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MTY0MGIzOGY4NDQz","flags":{},"name":"Brave","type":"feat","img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","data":{"description":{"value":"

The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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When the demolitions commando installs a breaching charge, it can do so in 30 seconds, instead of 1 minute.

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The commando's innate techcasting modifier is Intelligence (power save DC 16, +8 to hit with tech attacks). It can innately cast the following powers:

At-will: combustive shot, jet of flame

3/day: explosion

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When the demolitions commando is the target of the melee attack, it can use its reaction to throw a grenade behind the attacking creature. The target must make a DC 16 Dexterity saving throw. On a failure, the attacking creature takes 18 (4d6+4) kinetic damage and has disadvantage on the triggering attack roll. On a success, the attacking creature takes half damage.

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.

The commando makes three weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZjIzNzBmZGE2ODQw","flags":{},"name":"IWS Blaster Mode","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"OWVlMGYwZmE5Y2Zk","flags":{},"name":"IWS Sniper Mode","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"YzhmMGI5ZmM2YzYx","flags":{},"name":"IWS Antiarmor Mode (6/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","data":{"description":{"value":"

.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"OWQ0ZmNjOGY3ZmIx","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000}]} +{"_id":"8W1L8wPbSD2I5BVu","name":"Gamorrean Minion","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":23,"min":0,"max":23,"temp":0,"tempmax":0,"formula":"3d8+9"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","speed":{"value":"40 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":23,"min":0,"max":23},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

  • Bolgoink clan (Gamorr)
  • Bk'trugh clan
  • Gakfedd clan (Pzob)
  • Glonnk clan (Gamorr)
  • Groogrun clan (Gamorr)
  • Jugsmuk clan (Gamorr)
  • Klagg clan (Pzob)
  • Norgk clan (Gamorr)
  • Rogak clan (Gamorr)

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

  • Arg'garok vibro-axe (mid-range)
  • Blaster carbine (long range)
  • Cleaver (short range)
  • Dueling knife (long range)
  • Power gauntlets (special)
  • Thogk club (short range)

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, The Gammorean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ODM5YzNhOTU4MmVj","flags":{"entityorder":{"order":211}},"name":"Brutal Critical","type":"feat","img":"systems/dnd5e/icons/skills/red_12.jpg","data":{"description":{"value":"

When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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\"The starfleet is a sea. It is endless, cannot be beaten, and given enough time turns even the strongest rocks to sand.\"

- Grand General Cassio Tagge

Military unit type
Navy

Commanding officer(s)

  • Darth Sidiuous (as Galactic Emperor)
  • Admiral Conan Antonio Motti (Chief of the Imperial Navy)
  • Fleet Admiral Gallius Rax (Post-Battle of Endor)
  • Grand Admiral Rae Sloane
Sub-unit(s)
  • Admiralty (Imperial Navy High Command)
  • Death Star trooper officer corps
  • Imperial Navy Judicial Panel
  • Imperial Navy's officer corps
  • Imperial Starfighter Corps
  • Logistics Division
  • Military Police
  • Naval chiefs
  • Naval Command and Control
  • Office of the Navy's barrister advocate
  • Orbital Command
Formed fromRepublic Navy
Date founded19 BBY
Date fragmented4 ABY
Date reorganizedAfter 5 ABY, as the First Order Navy

Affiliation

  • Galactic Empire (Imperial Military)
  • Core and Inner Rim Imperial remnant

The Imperial Navy, also known as the Imperial Starfleet or the Imperial fleet, was the naval branch of the Galactic Empire's military. It was created in the wake of the Clone Wars, when Chancellor Sheev Palpatine transformed the Galactic Republic he led into an authoritarian Empire. Consisting mainly of Star Destroyers and TIE fighters, the Imperial Navy was tasked with maintaining order in the galaxy.

Background

With the rise of the New Order, the massive military buildup that became synonymous with the late Galactic Republic in an effort to combat the Separatist Alliance in the Clone Wars was continued and expanded in the now Galactic Empire. When the Separatist leadership was executed at Mustafar by Darth Vader; then Supreme Chancellor Palpatine announced his plans for the galaxy since the beginning. Officially wiping away the thousand year old Republic by announcing the creation of the Galactic Empire, with himself as Galactic Emperor.

After the the rise of the New Order, the Imperial Navy was created from the remains of the Republic Navy at the end of the Clone Wars, and inherited its proud naval tradition that dated back thousands of years. It came to have its own starships that patrolled the vast majority of Imperial space throughout the reign of Emperor Palpatine's New Order.

After the establishment of the Imperial Navy, it became the primary projection of the Imperial Military's arm, becoming the largest branch in the Armed Forces with its enormous fleet of vessels and millions of personnel.

History

Rise of the Imperial Fleet

Almost immediately, any reminders of the Old Republic were removed, with the Grand Army of the Republic renamed the Imperial Army and Republic Navy reorganized as the Imperial Navy. The distinctive red coloring of Venator-class Star Destroyers were almost immediately painted a more subdued grey, along with the eventual uniform and equipment upgrades for the countless men and women in the Imperial Military. In the days following the proclamation of the New Order, the Imperial Navy would continue to utilize the popular Republic-era Alpha-3 Nimbus-class V-wing starfighters along with the mass produced Aggressive ReConnaissance-170 starfighter, while Darth Vader would receive his own black Eta-2 Actis-class light interceptor until he would eventually pilot his much improved TIE Advanced x1 which first saw usage during the Siege of Lothal four years prior to the Battle of Yavin.

With the destruction of the planet Anaxes and its shipyard facilities due to a cataclysmic event, corporations such as Sienar Fleet Systems and Kuat Drive Yards took up the mantle of producing the newer Imperial vessels coming into production. The Imperial I-class Star Destroyer would come to represent the new image of Imperial power and would eventually become the most feared and recognizable image of the Empire, with a mere Star Destroyer usually enough to bring treasonous systems in line through sheer threat of force. Due to their impressive armaments and imposing nature, nearly 25,000 Destroyers would be in operation at the height of the Empire's power.

The Imperial Navy would be occupied in subjugating remaining Separatist holdouts throughout the galaxy for at least five years following at Empire's rise along with cementing its political and territorial stability, allowing a sense of peace and prosperity to return to the Core Worlds. Four years after the Empire's rise, the Imperial-class Star Destroyer Perilous would be dispatched to quell the Free Ryloth movement over the Outer Rim world of Ryloth. However unbeknownst to the Imperials it would also be subject to an elaborate trap set by the rebels, in which it would be the first ISD to be destroyed to Moff Delian Mors knowledge. Nevertheless, the vessel would continue to be one of the most dreaded ships in the Imperial Fleet.

Five years into Imperial rule, the Imperial Navy began replacing its aging ARC-170 starfighters with the newer TIE Starfighter line, however Republic-era ships and equipment would still be utilized as the newer models were distributed. The Navy would also commission the Carrion Spike as Moff Tarkin's personal corvette, however a rebel cell led by former Republic Intelligence Captain Berch Teller would end up stealing the ship, causing a major political nightmare and military embarrassment for the Empire, with numerous star systems falling victim to the advanced ships weaponry and mechanical systems. The ship was ultimately destroyed after attacking a supply convoy carrying parts for the Empire's rumored Ultimate Weapon, which only later the galaxy would know as the Death Star. The cell along with its collaborators would be captured, interrogated and executed, while the Naval Intelligence Agency created during the rise of the Empire would be folded back under Imperial Intelligence following the discovery that one of its leaders and member of the Joint Chiefs was conspiring with the rebels in hopes of destroying them and thus receiving a promotion. Ultimately, the Empire had successfully dealt with a potentially hazardous situation, all while keeping details of its new superweapon a mere rumor.

Eight years after the formation of the Empire, the Imperial Navy would be engaged in the Gorse conflict which would see the Imperial-class Star Destroyer Ultimatum commanded by Rae Sloane deployed to the Gorse system. With the Empire interested in increasing efficiency in the system due to the rare abundance of Thorilide found within, with Thorilide being a vital part in the construction of turbolaser batteries and thus essential for the expansion of the Imperial Starfleet. A brief encounter with rebels would occur, after which the planet would be secured, and production would be transferred to Baron Lero Danthe. Also around this time, the Empire would begin to utilize Gozanti-class cruisers to transport materials, slaves and other vital resources.

A growing insurrection

Thirteen years into the Empire's reign, an insurgency would tie up Imperial resources over the backwater agricultural world of Lothal, in which a rebel cell would continually harass and destroy Imperial resources. With Sienar Fleet Systems engaged in the lucrative production of TIE fighters for the Empire, along with the production of the new TIE Advanced v1, precursor to the x1, numerous Imperial-class Star Destroyers would be sent into orbit in an effort to capture the rebel group, along with the eventual redeployment of Grand Moff Tarkin to deal with the terrorists a year later. After capturing the Jedi in charge of the cell, Tarkin's new flagship, the Sovereign, would escort the Jedi survivor to Mustafar, where a small rebel fleet would engage it and several other Star Destroyers, destroying the Sovereign in the process but not before Tarkin managed to escape. The destruction of the Sovereign would continue to be remembered years later by soldiers of the New Republic.

The brutal Siege of Lothal would eventually be ordered by Darth Vader, in which multiple TIE/LN starfighters would scour the planet in an effort to locate the rebels and strike fear into the local population. Eventually forcing the rebels to flee Lothal, while the Imperial Navy would be able to deal a heavy blow to the Phoenix Cell in a pitched space battle. Nonetheless, a growing rebel network would cause worry within the higher echelons of the Empire, and along with it inspiring a greater emphasis on dealing with the growing insurrection.

Fourteen years after the Empire's political formation, Imperial Interdictor vessels would still be undergoing tests in locations such as the Del Zennis system, with the unique Imperial Interdictor improving on the design flaws of its predecessors roughly a decade ago. As a result, specialized test zones would be erected to test the ships capabilities, while Imperial weapons technicians would wear a specialized gold-colored uniform variant denoting the uniqueness of the project.

Nineteen years after the founding of the Galactic Empire, the Death Star would be ready for usage after its lengthy construction, demonstrating its firepower on the populous world of Alderaan in an effort to persuade then captive Princess Leia Organa to reveal the presence of a rebel base for the recently formed Alliance to Restore the Republic, following capture aboard her CR90 corvette the Tantive IV over Tatooine by the Imperial-class Star Destroyer Devastator, which also served as Lord Vader's personal flagship. In an instant, the influential world was destroyed, however an unlikely band of rebels, along with an older Jedi Master Obi-Wan Kenobi managed to free the princess and escape to the Alliance's base on Yavin 4. Unbeknownst to the rebels, a homing beacon had been installed on their ship, the Corellian YT-1300 light freighter Millennium Falcon leading the Death Star to the planet. During the intense Battle of Yavin, Luke Skywalker managed to fire the shot that would ultimately destroy the Empire's dreaded battlestation.

The Galactic Civil War

Following the destruction of the first Death Star, the Empire immediately began construction on the newer and more powerful DS-2 Death Star, all while the Imperial Military reeled at the loss of such a sizable portion of its martial forces. With nearly all of the Joint Chiefs of the Empire located on the battlestation when it was destroyed, General Cassio Tagge was promoted to the newly created rank of Grand General, receiving command of nearly all Imperial Military resources, while junior officers were quickly promoted in order to fill in the positions of the newly deceased. Simultaneously, Admiral Kendal Ozzel would personally issue a communique ordering the fleet into battle readiness. The Imperial Military also underwent a mass reorganization, rescinding the classification of Imperial Navy and Imperial Army pilots and engaging in rushed and scrambled offenses often with low quality intelligence in an effort to keep the rebels off balance.

Mobilizing for a galactic war, the Imperial fleet also began occupying notorious spice worlds such as Kerev Doi in an attempt to cut off potential sources of income for the Rebel Alliance. In a rapid blow and taking advantage of the Imperial Navy's—and Empire's temporary vertiginous state, the Rebel Alliance managed to destroy Weapons Factory Alpha located in the Corellian Industrial Cluster on Cymoon 1, the largest weapons factory in the galaxy and essential for Imperial Military production. Bombing the Imperial shipyards at Kuat and a supply base at Imdaar, the Rebellion also launched a series of over a dozen attacks against Imperial forces scattered across the galaxy. As a result, the Empire would be forced to deal with the Hutt Cartel in order to procure the necessary resources to rebuild from such a military setback. Grand General Tagge also noted how increased pirate attacks against Imperial convoys was only natural considering the loss of such a symbol of Imperial power.

Nonetheless the Empire's resolve would only increase in its pursuit of the rebel fleet, in which an elaborate scheme was put in motion attempting to sway the genius Drusil Bephorin to their cause who could reputedly discover the fleet through advanced mathematics. After a daring rescue led by then-Lieutenant Luke Skywalker, Drusil managed to escape her captivity on Denon as well as multiple Star Destroyers in pursuit. Also successfully eluding numerous Immobilizer 418 cruisers attempting to draw them out of hyperspace, she and her family safely arrived on the ocean world of Omereth. With the rescue of Drusil to the Alliance's cause, the Empire would suffer a decisive defeat, all while giving the Rebellion an edge in its fight against the New Order.

In the three years before the Battle of Hoth, the Empire would send numerous Viper probe droids to scour the galaxy for any hint of the rebel fleet, and later the presumed rebel base of operations. After a lone probe managed to discover the rebels at Echo Base on the remote ice world of Hoth, the Empire would assault the system under the newly formed Death Squadron, lead by no other Darth Vader himself aboard his new flagship the Executor-class Star Dreadnought, Executor. Seeking to surprise the rebels, Admiral Kendal Ozzel entered the system near the planet, alerting the Alliance to their presence and thus allowing them to raise their defensive shields, forcing a ground-based assault to ensue rather than an orbital bombardment. Choked by Vader for his arrogance, he installed Captain Firmus Piett in command of the Executor, all while the massive Battle of Hoth would ensue on the planet's surface. With Death Squadron in orbit, escaping transports were shot down and destroyed, with Admiral Jhared Montferrat taking down the transport that carried the wife of young rebel Adon Fox. However, the planetary v-150 ion cannon managed to temporarily disable various Imperial-class Star Destroyers, allowing numerous rebel sympathizers to escape.

Seeking to end the rebellion once and for all, a mere year later Emperor Palpatine opted to leak just enough information to the Bothan spynet and thus the Rebel Alliance that a new, more powerful Death Star was in construction over the forest moon of Endor, and that he himself would be overseeing its final stages of construction personally. Tempted, the Rebel Alliance began massing its fleet in the Sullust system, in which the Emperor ordered the Imperial Navy to ignore, hoping for the rebels to commit all their forces to a doomed attack. In preparation, Imperial naval resources gathered for the encounter in the Hudalla system.

Later arriving in the Endor system, the rebel fleet was surrounded by the single largest gathering of Star Destroyers in Imperial history, as well as a fully armed and operational Death Star, contradictory to the information that had been given to them. The Emperor however, seeking to turn a captive Luke Skywalker to the Dark side of the Force decreed that only the fighters engage the rebel fleet in an effort to prolong the encounter and thus enrage Skywalker. Unfortunately for the Emperor, not only would Luke Skywalker refuse the offer and become a Jedi Knight in his own regard, but the rebel strike team sent to disable the Death Star's shield generator on Endor would succeed, allowing the rebels to enter the unfinished Death Star II and destroy its main reactor. With the death of the Emperor by the hands of his own apprentice, the Galactic Empire and thus the Imperial Military would be thrown into a state of disarray following the loss of their leadership. The Battle of Endor had ended a clear defeat for both the Empire and Imperial Navy.

Post-Endor Conflicts

Imperial fragmentation

\"Portions of our naval fleet have been hidden since not long after the destruction of our glorious battle station over the Endor moon. These fleets are not as large as the one we currently control here in the Vulpinus. Yet there are substantially just the same: hundreds of Star Destroyers, thousands of smaller craft.\"

- Fleet Admiral Gallius Rax

The Empire immediately entered a state of chaos after the death of its Galactic Emperor, with civil unrest across the galaxy and numerous individuals claiming to be be the rightful heir to the throne. Nonetheless, Imperial records would be in shambles for months in an attempt to confirm the deaths of personnel lost aboard the second Death Star, all while combating the new threat of the New Republic. Hearing of the Emperor's defeat at Endor, Governor Ubrik Adelhard would lock down the Anoat sector to all traffic, creating what would come to be known as the Iron Blockade. Subsequently numerous splinter fleets would separate from the Imperial Navy, while infighting and betrayal would spill blood in what the Imperial HoloNet would deem skirmishes and mutinies, all the while the full-scale galactic war that began following the Battle of Hoth would continue with increased ferocity. The Imperial Navy would also encounter fuel shortages, as Republic attacks forced Imperial vessels to flee, thus burning more fuel than what could be supplied.

After the death of the Emperor, Sentinel droids were sent to \"selected\" Imperial officers. These officers included Admiral Garrick Versio,[49] and Captain Lerr Duvat. They were ordered to begin Operation: Cinder, and emergency directive to tear apart the Empire. This could be done by experimental weather arrays.

In an effort to re-organize a fractured Empire, a secret Imperial gathering over the Outer Rim world of Akiva would commence in the months after the Battle of Endor, called the Imperial Future Council. Unfortunately, the meeting failed after the New Republic received word of the gathering and arrived en masse in the system, forcing a major space battle to ensue. The Republic had received information about the conference from a mysterious source known as the Operator, who was actually the Imperial Fleet Admiral Gallius Rax. Rax supplied information to the New Republic in order to eliminate his political rivals. Admiral Rae Sloane survived the battle and reunited with the Fleet Admiral in the Vulpinus Nebula.

The fragmentation of the Imperial war machine would also hamper Imperial Military production in the months after the Battle of Endor, creating a supply shortage of TIE/LN starfighters and forcing Star Destroyers to head out with less craft. Lack of trained personnel also harrowed the Imperial Navy, while the once mighty fleet was reduced to a single Super Star Destroyer, the Ravager. Following the events on Akiva, Rae Sloane became Grand Admiral and assumed leadership of Imperial forces in the Vulpinus Nebula; the largest of the Imperial remnant forces. In secret, Fleet Admiral Rax ruled the Imperial forces from behind the scenes. Sloane later discovered evidence that at least a quarter of the Empire's Star Destroyers and the Emperor's Super Star Destroyer Eclipse had mysteriously disappeared instead of being destroyed in battles with the New Republic as reported in the Imperial records.

During the inaugural meeting of the Shadow Council, Rax revealed that he secretly commanded substantial Imperial fleets consisting of hundreds of Star Destroyers and thousands of smaller craft in the Almagest, the Recluse's Nebula, the Queluhan Nebula, the Ro-Loo Triangle, and the Inamorata. Rax also used the Imperial-held foundry worlds of Zhadalene, Korrus, and Belladoon to produced war material including new TIE fighters for the Imperial war effort. Following the loss of Kashyyyk and the attack on the New Republic capital of Chandrila, Rax took power as Counselor to the Empire. To test the mettle of his new armada against the New Republic, Rax ordered the Imperial fleets to assemble on the planet Jakku.

Showdown on Jakku

\"I must be a stronger blade! A... a blade with which to slit the throats of the traitors that crawl on their bellies toward our door!\"

- Captain Groff, before his death during the Battle of Jakku

After the discovery of Imperial forces at Jakku, the New Republic dispatched forces to take on the Empire following a Galactic Senate vote. A year and four days after the Battle of Endor, the Galactic Empire would be engaged in a major land and space battle over the desert world of Jakku against the New Republic. While Rax went to prepare the next stage of the Emperor's posthumous Contingency plan (which involved blowing up the planet Jakku while he and a chosen elect fled into the Unknown Regions), Grand Moff Randd commanded the Imperial fleet from the Ravager.

During the battle, the Imperial Navy formed a tight, protective wall around the Super Star Destroyer Ravager. This blunted the New Republic assault. As the battle raged, Captain Groff of the Star Destroyer Punishment panicked and rammed his Star Destroyer into a New Republic ship. This allowed the New Republic Commodore Kyrsta Agate to find a gap and bombard the Ravager. The Super Star Destroyer quickly crippled Agate's Starhawk-class battleship Concord but Agate managed to trap the Ravager in her ship's tractor beam. The downing of the Ravager turned the tide of the battle in the New Republic's favor. The ship's commanding officer Randd abandoned his post and fled in an escape pod.

With the growing New Republic Defense Fleet needing ships to supplement its military forces, it also embarked on a campaign to board and capture Imperial vessels during the battle. Lieutenant Thane Kyrell led a New Republic boarding party which boarded the Imperial-class Star Destroyer Inflictor in an effort to capture its first Star Destroyer. The attempt ultimately failed when Captain Ciena Ree crashed it onto the planet's surface below. Meanwhile, Grand Admiral Sloane joined forces with her New Republic opponents Norra Wexley and Brentin Lore Wexley to stop Counselor Rax from detonating Jakku and destroying the Imperial and New Republic forces.

Amidst the loss of the Ravager and the death of Gallius Rax, Grand Vizier Mas Amedda signed the Galactic Concordance with the New Republic; formally ending the Galactic Civil War and facilitating the Empire's surrender to the Republic. Per the terms of the Empire's surrender, the Imperial government was dissolved and all surviving Imperial military officers were designated as war criminals. Despite the Empire's surrender, several Imperial captains continued fighting at Jakku. Some crashed their ships onto the surface and tried to drag their enemies with them. Other Imperial captains fled with their warships into the Unknown Regions, using secret coordinates that had been supplied as part of the Contingency. Meanwhile, Grand Admiral Sloane, the highest ranking officer in the Imperial Navy, along with Brendol Hux, his son Armitage Hux, and several child soldiers rendezvoused in the Unknown Regions with the Emperor's command ship Eclipse, which had been sent into the frontier in advance as part of the Contingency.

Defeat and rebirth

\"You will be avenged—when the Empire rises again.\"

- Nash Windrider

The Battle of Jakku was a catastrophic defeat for the Empire which turned the tide of the war decisively in the New Republic's favor. With few Star Destroyers left, the severely depleted Imperial fleet was confined to pre-determined regions within the Core Worlds and the Inner Rim. With talk that the Empire would be forced to engage in diplomatic talks with the New Republic in the month following the Battle of Jakku, many believed its collapse and ultimate surrender was imminent. Unbeknownst to the rebels, Imperial forces under Grand Moff Randd and Commander Nash Windrider had secretly used the time to amass its ships in the Queluhan Nebula, which masked it from enemy sensors in an endeavor to assault the Republic once again. With a clear chain of command reestablished and the factionalism that had previously divided the Empire swept away—along with weapons upgrades to its TIE/LN starfighters, the Imperial Navy stood ready to strike again.

Ultimately, the remnants of the Empire were defeated by the New Republic. Under the terms of the Galactic Concordance, the former Empire was forced to disarm its military forces and to pay punishing war reparations. A group of Imperial hardliners as per the Contingency relocated to the Unknown Regions where they remained for the next three decades. During that time, they re-consolidated themselves as the First Order, a military junta that admired the New Order and sought to \"restore it\" to the Galaxy. In 28 ABY, an individual at a cantina on Pamarthe stated that they thought the Imperial fleet still existed and would strike again.

In 21 ABY, the First Order embarked on an expansion of the old Imperial fleet, which had reinvented itself as the First Order Navy. To fund this rearmament program, the First Order channeled considerable funds into sympathetic Centrist senators in the New Republic like Lady Carise Sindian. Lady Carise used these funds to arm and train the Amaxine warriors, a paramilitary group led by Imperial loyalists including Arliz Hadrassian. To hide these funds, the First Order and their Centrist collaborators bankrolled the Nikto crime lord Rinnrivin Di's cartel. The profits from Rinnrivin's cartel were channeled back to shadow corporations in the Outer Rim run by Centrists, who transferred the funds back to the First Order. Despite an investigation launched by Senators Leia Organa and Ransolm Casterfo which neutralized Rinnrivin and the Amaxines, the First Order Navy succeeded in rebuilding its fleet by the time of the Cold war.

Organization

Administration

The Imperial Navy was commanded by Galactic Emperor Palpatine and the Joint Chiefs of the Empire, while admirals and captains assumed responsibility for their respective craft and would be informed of any long-term plans. The Admiralty was the overall leading unit of the navy and included Imperial Navy High Command. Naval Command and Control and the Naval chiefs also oversaw the tactical strategy of the Navy, and reassigned ships to trouble spots and plotted long-term strategy under the oversight of both the Emperor and Joint Chiefs. The Imperial Starfighter Corps also aided in overall naval operations, and disliked the Admiralty's push towards Kuat Drive Yards near monopoly on capital ship production due to a belief that TIE/LN fighters were purposely weakened to ensure continued production and purchases from the company would continue.

Similar to the Army, the Imperial Navy contained multiple branches responsible for various aspects of naval warfare, of which the most important and well known was Fleet Command. Fleet Command controlled the Imperial Navy's sub-capital and capital ships, and the lowest recruits to the Admiral of the Fleet fell under its auspices.

It was highly unusual for officers to receive captaincy of a Star Destroyer until middle age, while being assigned captaincy of smaller craft was considered to be ignominious. It was common practice for the Imperial Starfleet to often amass ships in an attempt to intimidate various worlds, officers sometimes gathered their respective ships in an attempt to display their power and impress superiors, with the more ships and men under ones command the more important that person was considered. With the Emperor commanding the most ships and men, he was easily considered the most important. The Navy also worked in conjunction with the Imperial Security Bureau, who installed an internal affairs officer aboard every Imperial-class Star Destroyer and Executor-class Star Dreadnought, while the Naval Intelligence Agency and its oversight by Imperial Intelligence provided vital information for the armada.

Order of Battle

In order to patrol the vast expanses of Imperial space, the Empire would split up varying amounts of naval forces into fleets, commanded by an admiral, a Fleet Admiral, or a Grand Admiral. Sector fleets controlled specific sectors of the galaxy, such as the Lothal sector fleet and the Anoat sector fleet. However, other fleets were mobile, being sent to conflicts where they were needed. These types of fleet included the Third Fleet, Seventh Fleet, Eleventh Fleet, and Death Squadron.

These fleets typically contained half a dozen Star Destroyers as their backbone, and were augmented by various carriers, starfighters, transports, gunboats and other support craft. Specific composition and size of a fleet varied dramatically on the fleet's mission and the political power of its commander.

Task forces were units of ships smaller than fleets that were usually under the command of an commodore or admiral whose flagship was an Imperial-class Star Destroyer. Notable task forces included the 96th, the 103rd, the 125th, the 231st and Carlou Gendling's task force.

By the height of the Galactic Empire, approximately 25,000 Imperial-class Star Destroyers would have been in use, while 20% of the Empire's starfighter fleet would be made up of the TIE/IN interceptor and other newer models in direct response to the Alliance's faster vessels such as the RZ-1 A-wing interceptor coming into production.

Personnel

\"Ships, like men, must be used until they break.\"

- Governor Everi Chalis

Specializations

While the Imperial Navy was known mostly for its imposing dagger-shaped ships, Imperial manpower was also vital for the utilization of those craft. Dividing its personnel into the classification of either officer or enlisted, officers often received extra pay and visitation rights to their families more than once every five years for those from the Core Worlds, who often limited their communication to and from their families to demonstrate their commitment to the cause. Officers were encouraged to drink a nutritive slurry instead of regular food in order to conserve resources, however senior officers could gorge themselves without appearing feeble, and commissaries on various Imperial stations often served exotic foods, albeit for a stiff price. All officers and stormtroopers were required to have an innate combat readiness, and were expected to pass repeated certifications in various forms of self defense, weapon and vehicle handling, however at higher ranks these requirements lessened somewhat. Gambling was expressly forbidden within the military, with harsh punishments for those engaging in the activity. Those that shirked from duty could be reported for cowardice.

The enlisted ranks comprised the bulk of Imperial manpower, often filling in vital roles in maintaining, operating and providing assistance to the Imperial fleet with positions such as Imperial Navy Troopers (including their Death Star counterparts), flight commanders, duty officers and technicians. While only ten percent of TIE pilots graduated from the Imperial pilot training program, all pilots were still expected to be able to maintain and repair all single- and dual-pilot craft, and would often fly low over areas that needed to be reminded of the Empire's strength.

Crewmen often worked in sunken data pits—which denoted command hierarchy—located on the bridges of capital ships, and oversaw all data and intelligence transfer throughout the entire vessel, and could provide auxiliary navigational assistance to other craft in the system. While not all Imperial facilities utilized sunken data pits, Wilhuff Tarkin preferred their design and had them installed at the prefabricated Imperial facility known as Sentinel Base. Imperial weapons technicians operated the turbolaser batteries on various Imperial craft, while their elite gunners manned the Death Star's superlaser.

Handling logistical operations on Imperial Navy vessels were fleet logistics liaisons from the logistics corps.

There existed a form of rivalry between the Navy and the Imperial Army, with some naval officers having accused their colleagues of being pompous, unimaginative and arrogant. A rivalry also existed between Imperial Army and Imperial Navy pilots due to the latter often receiving better public recognition through the HoloNet News.

The Imperial MSE-6 series repair droid was utilized in most Imperial vessels to clean the floors.

Training

\"You, too, can be part of the Imperial family. Don't just dream about applying for the Academy, make it come true! You can find a career in space: Exploration, Starfleet, or Merchant Service. Choose from navigation, engineering, space medicine, contact/liaison, and more! If you have the right stuff to take on the universe, and standardized examination scores that meet the requirements, dispatch your application to the Academy Screening Office, care of the Commandant, and join the ranks of the proud!\"

- Advertisement promoting the Imperial Academy

With many attracted to the Imperial Navy by promises of decent pay and access to some of the most advanced ships in the galaxy, prospective Imperial cadets could attend a preparatory school on respective worlds such as at the Academy for Young Imperials on Lothal, and from there would be sorted into advanced Imperial academies for further training. Not all candidates continued on with their training however, with some returning to their previous lives or failing to meet requirements. Most slots in the Inner Rim were reserved for citizens of former Separatist worlds in an effort to increase their loyalty.

After completion of their preparatory school, trainees would then be sorted alphabetically into their future academy, such as at the Arkanis Academy, with the most prestigious being the Royal Imperial Academy on Coruscant. Imperial officer training was noted to be vigorous, with frequent inspections and topics such as Core Worlds Classical Culture, Security Protocols and Interrogation Techniques, Large Vessel Design, Amphibious Battle Tactics and Large Vessel Design, along with training in numerous flight simulators. Imperial TIE pilots were trained that aiding fellow fliers was low priority unless no other task was assigned. Additionally, recruits could participate in athletic activities and compete professionally in Naval Corps Boxing, all for the chance of winning the belt. Cadets were ultimately separated into various tracks such as the command track or elite flight, while at the Royal Academy top cadets could attend a reception and ball at the Imperial Palace along with hundreds of senior military and government officials.

Upon graduation, trainees were commissioned as lieutenants, while they were also allowed a postgraduate visit back to their homeworlds. Further into their military careers, it was frowned upon to take recreational time off, while the vast majority of Imperial officers remained in service until they hit the mandatory retirement age or died. The Medal of Honor was one of the highest forms of Imperial commendation, lower only to the prestigious Distinguished Medal of Imperial Honor, given only for the greatest acts of sacrifice.

Ranks

Rank was determined by wearing a color-coded rank insignia plaque which utilized red, blue and yellow squares. An admiral was identified by twelve multicolored squares, six red over six blue; however, black-uniformed officers were identified with six colored squares side by side for the rank of admiral, four red and two yellow along with red-tipped code cylinders, unlike the blue tipped variant used by other officers. A captain was identified by six squares of three red over three blue. The prestigious title of Grand Moff was identified with twelve squares, six blue over three red and three yellow. While most high-ranking officers wore olive-green drab and lower ranking noncoms wore black uniforms, some officers could rise up the ranks and keep their black uniform variant.

The ranks of the Imperial Navy, arranged from lowest to highest, were: Ensign, Lieutenant (subdivided into Junior and Senior Lieutenant), Captain, Lieutenant Commander, Commander, Commodore, Rear Admiral, Vice Admiral, Admiral, Fleet Admiral, Grand Admiral, and Admiral of the Fleet. The Chief of the Imperial Navy was a single individual who served on the Joint Chiefs and advised the Supreme Commander of the overall Imperial Military.

A Flag Captain referred to a high-ranking individual who captained the flagship of an admiral. A Flag officer referred to a senior officer above the rank of commander.

It typically took ten to fifteen years to transition from ensign fresh from the academy to captain. Usually, a captain waited at least six more years before becoming commander. However, the High Command could speed up the process, especially for political reasons.

Equipment

Imperial uniforms varied depending on the specialization of the individual, ranging from protective armor to pressed jackets. Those of higher rank often wore the distinctive olive-green double-breasted tunic along with boots, trousers and a command cap displaying an officer's disk designed by Tarkin himself following the rise of the New Order. It saw wide service in both the Imperial Navy and Army, however a black variant was utilized by noncoms and stormtrooper officers.

Imperial weapons technicians wore distinctive clamshell helmets and partial body armor, while TIE pilots wore encased full body armor with helmets similar to those worn by stormtroopers, along with with flexible gas transfer tubes in the front of their helmets along with other modifications for operating in the vacuum of space.

Starships of the Imperial Navy

Capital ships

\"We will apprehend them, my lord. Even if that requires repositioning half the capital ships in the fleet.\"

- Vice Admiral Dodd Rancit, to Emperor Palpatine

During its reign of the galaxy, the Imperial Navy used a plethora of capital ships as flagships and command ships. Several varieties of Star Destroyer were used, including the common Imperial-class Star Destroyers which consisted of both Imperial I- and Imperial II-class Star Destroyers, as well as the Interdictor-class Star Destroyer, the qaz-class Star Destroyer, the Secutor-class Star Destroyer, the Tector-class Star Destroyer, the Venator-class Star Destroyer, the Victory-class Star Destroyer, the Gladiator-class Star Destroyer, and the Onager-class Star Destroyer.

Although a rarer sight than a Star Destroyer, dreadnoughts were even more formidable ships. Thirteen Super Star Destroyers were in Imperial service prior to the Battle of Endor, including several Executor-class Star Dreadnoughts which consisted of the Executor I-class Star Dreadnought and the Executor II-class Star Dreadnought. The Assertor-class Command Dreadnought, acted as a sector command ship, and a heavy weapons platform. The Asteroid Dreadnought was rumoured to be in the Navy's possession.

Smaller craft

Along with its massive capital ships, the Imperial Navy also employed smaller vessels for support or other purposes not fit for a Star Destroyer. These included cruisers, such as attack cruisers, bulk cruisers, battlecruisers, Detainer CC-2200s, Gozanti-class cruisers, IGV-55 surveillance vessels, Immobilizer 418 cruisers, Cantwell-class Arrestor Cruisers, Carrack-class light cruisers, and both Arquitens-class command cruisers and light cruisers. A modified variant of the Arquitens-class command cruiser was the prison-tug, which served as a cruiser and tug for wreckage-prisons. A tractor tug was a model of tug utilized by the Empire.

Carriers were also widely used. Notable Imperial carrier ships included the Gozanti-class Assault Carrier, the Imperial escort carrier, and Quasar Fire-class cruiser-carrier which consisted of both the Quasar Fire I-class and the Quasar Fire II-class cruiser-carrier.

Corvettes such as the CR90 corvette and the Raider II-class corvette were also utilized.

Notable frigates used included CC-7700 frigates, EF76 Nebulon-B escort frigates and Razor-class frigates.

Other vessels in this category included the Imperial Support Vessel.

Freighters and cargo transports

To move large amounts of materials across the galaxy, the Imperial Navy used freighters and similar vessels. Common freighters and barges included the class four container transport, the Eta-class supply barge and the Imperial heavy freighter.

Troop and vehicle transports

Small craft dedicated to deploying troops and ground vehicles were known as dropships. Known dropships included the Theta-class barge, the Y-45 armored transport hauler and the Y-85 Titan dropship.

The type of transport called the Imperial Dropship Transport also performed this role, as did smaller gunships like the Low Altitude Assault Transport/infantry and the LAAT/le gunship.

Shuttles

Used to ferry around Imperial personnel, common shuttles included the Lambda-class T-4a shuttle and Delta-class T-3c shuttles of the Abecederian line, as well as Sentinel-class landing crafts, Theta-class T-2c shuttles, Zeta-class cargo shuttles and Zeta-class shuttles. The TIE/sh shuttles and TIE Boarding Crafts from the TIE line were also used as shuttles.

Starfighters

Belonging to the Imperial Navy's own Imperial Starfighter Corps, notable starfighters included the Alpha-3 Nimbus-class V-wing starfighters, Aggressive ReConnaissance-170 starfighters and Eta-2 Actis-class light interceptors. These were, however, later replaced with new TIE line starfighters, such as the TIE/D Defender (and its elite variant), the TIE/IN interceptor, the common TIE/ln space superiority starfighter, the TIE/rb heavy starfighter, the TIE/sa bomber, the TIE/sk x1 experimental air superiority fighter, the TIE/rp Reaper attack lander, the TIE Advanced v1, the TIE Advanced x1, the TIE/ag \"Aggressor\" Starfighter, the TIE/ca \"Punisher\" Starfighter, and the TIE lander. The TIE/ph \"Phantom\" Multi-Role Stealth Starfighter, was equipped with a cloaking device. Outside the TIE line was the prestigious VT-49 Decimator.

Space stations

Imperial construction modules, were used as staging areas, and for construction. The first and second Death Stars were battle stations within the Imperial fleet. The Wrath was a space station that orbited the planet Ponemah Terminal. The Torpedo Sphere that was rumored to be in the Empire's possession was classified as a space station and siege platform. The Shield Gate, orbiting Scarif, protected the Imperial security complex. Hivebase-1 was a top-secret space station used by the Tarkin Initiative as an archive station, it was one of the largest archives ever built. The supertanker fuel depots were mobile space stations designed by the Empire. For planetary defense included the FireStar II-class Orbital Defense Platforms, and the Golan I Space Defense Platforms, these include its other variants. Harbor-class Mobile Space Docks acted as mobile repair yards for Imperial fleets and battlegroups. Mk IX Orbital Maintenance Depots, were massive shipyards that could provide service to dreadnoughts.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 4 (1d4+2) energy damage

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +0, Range 100/400 ft., One target. Hit : 2 (1d8-2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":-1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8-2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"ZTM4MDQ0MmNkNTRj","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MGRkYzhjZThmOGNi","flags":{},"name":"Infect Host","type":"feat","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

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The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a DC 12 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take 5 (1d10) poison damage. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock swarm can survive in any type of atmosphere or vacuum.

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The mynock swarm has advantage on an attack roll against a creature if at least one ally of the mynock swarm is within 5 feet of the creature and the ally isn't incapacitated.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small mynock. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (4d6+3) kinetic damage.

The swarm loses 3 (1d6) hit points, and a mynock attaches to the target, and is considered a separate creature with its own statistics for the remainder of combat.

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DesignationNon-sentient
ClassificationSpider
Skin color
  • Grey
  • Red
  • Green
  • Blue
Eye color
  • Yellow
  • Blue
  • Red
Distinctions
  • Intelligent pack-hunting behavior
  • Tracking skill
  • Thick immobilizing web strands
  • Poisonous mandibles
HomeworldKashyyyk
HabitatJungles and caves
DietCarnivore

Wyyyschokk were a species of spider that lived on the planet Kashyyyk. Both highly intelligent and extremely hostile, they could ensnare prey by casting webbing at them from a distance, and would often wait to ambush their prey by attacking them from above or below. A notable subspecies was the Albino Wyyyschokk.

Biology and appearance

Wyyyschokk were a large species of spider native to the planet Kashyyyk. Wyyyschokk were highly intelligent and hostile to most sentient lifeforms. They were capable of launching a web-like enzyme from their mandibles.

An adult wyyyschokk was capable of laying up to 1,000 eggs per year. To protect their young from predators, they crafted extremely durable egg sacs out webbing, saliva, and a unique secretion from lymphatic nodes under each leg. Once an egg hatched, it could take the young wyyyschokk up to five days to eat their way out of the sac, leaving them ravenous and ready to attack anything on sight.

Behavior

Wyyyschokk were known to attack by casting a web-like enzyme at their target, and would often attempt to ambush prey by dropping from the forest canopy or hiding underground.

The species was so prevalent on Kashyyyk that at least 15% of the planet's forests were estimated to be covered in their webs. Due to this, young Wookiees were taught to defend against the creatures at ages as early as three years old.

History

In 14 BBY, Cal Kestis encountered and was attacked by several wyyyschokk (including one Albino) while exploring Kashyyyk.

A blue wyyyschokk followed the Imperial stormtrooper Wayson Dower after his platoon was decimated by Wookiees. After he regrouped with two other troopers—Milo Strander and Sterns Yennich—the spider continued to track the trio as they made their way back to their drop zone. Yennich, unaware of the danger, stepped into a clearing lacking adequate protection from below, and was attacked by the spider. After slicing through the trooper's leg armor with one of its legs, causing a large amount of blood to flow, the wyyyschokk bit through the bark Yennich was standing on, piercing his chest. Curling into a ball due to the venom, he offered no resistance to the spider, which pulled him down for consumption.

About 2 BBY, Sith Lord Darth Vader sent his secret apprentice, Starkiller, to raise an army to oppose the Galactic Emperor. In order to gain the help of Bail Organa of Alderaan, he journeyed to Kashyyyk to retrieve the senator's daughter, Leia Organa. Making his way toward the Imperial skyhook anchor facility where she was being held, Marek encountered several giant weavers lying in wait for him. He barely survived the ambush and thereafter traveled through the upper levels of the jungle canopy.

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The wyyyschokk has advantage on an attack roll against a creature if at least one of the wyyyschokk's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The wyyyschokk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The wyyyschokk ignores movement restrictions caused by webbing.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage.

The target must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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Ranged Weapon Attack +6, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

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\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OGM3YWJlZmVmMmVj","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The squad can take one reaction each turn.

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The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium droid. The squad is immune to any power or effect that would alter its form.

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The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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The squad fires en masse at a point within 150 feetEach creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Kolkpravis Warrior makes two meelee or ranged attacks with its Shoni Spear.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Until the end of the turn, the Kolkpravis Warrior's speed increases by 60 feet and it doesn't provoke opportunity attacks.

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\"He's more machine now than man, twisted and evil.\"

- Obi-Wan Kenobi describes Darth Vader's cybernetics

HomeworldKalee
Species

Kaleesh

Cybernetics

Completely cybernetic except for brain, some vital organs, and parts of his head

A cyborg was any living, organic being, sentient or not, whose body was enhanced with machine parts. Cybernetic augmentation was an invasive process that changed a being's brain functions and physiology in significant ways, so much so that it was usually irreversible.

Cybernetic technology could be used to help repair a body or sustain a life to varying degrees. Luke Skywalker received a cybernetic hand after losing his original hand in a lightsaber duel, while almost the entirety of General Grievous' body was replaced by cybernetic limbs and other body parts. After falling to the dark side and becoming Darth Vader, Anakin Skywalker was severely burned on Mustafar, requiring him to live in a cybernetic suit of armor for the rest of his life. In addition, all of his limbs were amputated and required mechanical replacements. The Zero Angle cantina had a cyborg bartender, Florn. Guavian security soldiers were cybernetically enhanced humans that served as the enforcers of the Guavian Death Gang.

C-3PO often introduced himself using the phrase \"I am C-3PO, human-cyborg relations,\" though the term was technically a misnomer, as droids were not cyborgs.

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Cyborg Khagan has multiple pools of hit points, each of which is tracked separately. Damage and healing only applies to the currently active hit point pool. When a pool is depleted of all hit points, it becomes inactive. Only one pool can be active at any time. If a hit point pool is depleted, the Cyborg Khagan immediately saves against all ongoing conditions and effects. Any abilities which can reset do so. If all pools of hit points are inactive, Cyborg Khagan is killed. If Cyborg Khagan takes a long rest, it fully heals the currently active pool and fully heals one depleted pool.

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Cyborg Khagan rolls initiative with advantage. Cyborg Khagan starts with a number of villainous actions equal to one less than it's villainous multiplier. If a hit point pool is depleted, Cyborg Khagan also loses one villainous action. Cyborg Khagan may use a villainous action after any other creature takes a turn. If Cyborg Khagan does so, it regains its reaction. A villainous action is a complete turn. They have an action, bonus action and may move up to their full speed. The villainous actions refresh at the start of Cyborg Khagan's turn and any remaining actions from the previous turn are lost.

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Cyborg Khagan has advantage on saving throws against force powers cast by enemies within 5 feet. When an enemy within 5 feet casts a force power, Cyborg Khagan can make a melee attack against that character as a reaction. When Cyborg Khagan damages an enemy character, they have disadvantage on Concentration saves to maintain their Force powers.

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On Cyborg Khagan's turn, he may choose to go into a Rage as a bonus action. While in a rage, his attacks deal +3 damage, he has Advantage on strength-based skill checks and saving throws, and he has resistance to kinetic and energy damage. As part of the bonus action to go into a Rage, he can make a Lightsaber or unarmed attack. While in a Rage, all attacks against him have Advantage. The Rage lasts for 1 minute, or until Cyborg Khagan ends his rage as a Bonus action, or until Cyborg Khagan falls unconscious or loses all hitpoints in his current health pool.

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Cyborg Khagan has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While Cyborg Khagan has only one health pool remaining, he has Advantage on Stealth and Acrobatics checks, and he can take the Dash or Disengage actions as a Bonus action.

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When Cyborg Khagan is attacked and hit by an adjacent character while he is holding one or more Lightsabers, he may use his reaction to reduce the damage taken by 1d10+15. If the damage is reduced to 0, he may use this reaction to make a Lightsaber attack against the attacker.

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On each of his turns, Cyborg Khagan can use one of Crush Them!, Frightful Presence, or Whirling Advance and then make one Unarmed Slam, Lightsaber, or Blaster attack; or he may make two attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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Choose an ally within 30'. That ally can use their reaction to make an attack. If that attack hits, it deals an additional 1d8 damage.

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Choose any number of characters within 80'. Each of those characters who fails a Wisdom saving throw (DC 14) becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cyborg Khagan's Frightful Presence for the next 24 hours.

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Whirling his blades, Cyborg Khagan advances with a shield of sparks and light. Choose a creature within 30 feet to make a DC 19 Dexterity saving throw. On a fail, the target is pushed 10 feet, Cyborg Khagan moves into their current square ignoring opportunity attacks, and he has advantage on his next attack against them this combat. On a success, Cyborg Khagan moves into a square adjacent to the target and opportunity attacks against Cyborg Khagan have disadvantage during that move.

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\"This predator lunged out of a still pool and dragged one of our team members under before we could effect a rescue. The body was never recovered.\"

- Halka Four-Den speaks about a scrange on Dagobah

DesignationNon-sentient
ClassificationReptilian
Average length8 meters
Distinctions

Spiked tail

Homeworld
Dagobah

The scrange was a large tusk-tailed reptile that lived in the muddy swamps of Dagobah.

Description

The scrange was the apex predator of Dagobah, attacking its prey with a great ferocity. Scranges were beaked and had many bioluminescent patches on their body, arranged in a ridge along its spine. When prey got close, attracted by the lights, the scrange would lift out of the mud on its six crustacean-like hind legs to make a quick attack or it would use its four tail tusks to impale its prey.

Scranges somehow found their way to several worlds. During the Clone Wars Battle of Brentaal IV, a scrange attacked Jedi Master Shaak Ti and her crew of Quinlan Vos, Lyshaa, Ryyk, Sagoro Autem, and a clone trooper. The predator was able to kill Ryyk, but was killed by Ti when she pierced its head with her lightsaber.

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In the first round of a combat, the scrange has advantage on attack rolls against any creature it surprised.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OTc4ZmJjMjVlNDk3","flags":{},"name":"Bioluminescent","type":"feat","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

The scrange either emits dim light in a 10-foot radius, or bright light in a 10-foot radius and dim light for an additional 10 ft.. It can switch between the options as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YWNmOTAxN2M1Yzk3","flags":{},"name":"Mud Camouflage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

The scrange has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.

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.

The scrange makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OGE4OGI5ODQxOTIy","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmYwMDZlY2JjYWMy","flags":{},"name":"Tail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 28 (4d10+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"9OeZuKeGPlIvDfAF","name":"**Inquisitor, Grand","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":10,"prof":5,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":8,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":21,"proficient":1,"min":3,"mod":5,"save":10,"prof":5,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":143,"min":0,"max":143,"temp":0,"tempmax":0,"formula":"22d8+44"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":5,"powerdc":13,"powerLevel":0,"bar1":{"value":143,"min":0,"max":143},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":14,"powerLevel":0,"xp":{"value":11500},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 14","languages":{"value":[],"custom":"Galactic Basic, Two More Of Your Choice"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","token":{"flags":{},"name":"Inquisitor, Grand","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"9OeZuKeGPlIvDfAF","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":143,"max":143},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2JmOGM1ZmM0MTdh","flags":{},"name":"Detect Force","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

The inquisitor can sense the presence and direction of a creature who can cast force powers within 120 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MzYzMjAzMjFlZWQ0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

The inquisitor is a 12th-level forcecaster. It's forcecasting ability is Charisma (force save DC 18, +10 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-5th level (41 Force Points): animate weapon, dominate

mind, improved dark side tendrils, choke, force suppression,

horror, force jump, sense force, sever force, siphon life, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODY3M2U2ZTJkNGJj","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers and resistance to damage dealt by force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZDZkM2ZjMTE0MTg1","flags":{},"name":"War Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Spinning Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YjEwMzJmYzhhNWE0","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The inquisitor makes three spinning doublesaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ODc1NjBlYmUzN2Rm","flags":{},"name":"Spinning Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 23 (4d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"YzM4YTI5MjI5MGYy","flags":{},"name":"Dark Lightning","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120 ft., One or two targets. Hit : 28 (8d6) necrotic damage.

The target(s) must succeed on a DC 18 Strength saving throw or become restrained until the end of the inquisitor's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000}]} +{"_id":"9RSXTks8f5lGNphB","name":"T'landa Til","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"natural armor"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"13d10+39"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","speed":{"value":"40 ft","special":""},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The t'landa Til are a massive, quadrupedal, sentient\nspecies distantly related to the Hutts. They possess\nlong, thin, whipping tails and four trunk-like legs with\nhuge, padded feet. They also have a tiny pair of arms\nwith delicate hands, each with four ngers. Their faces\nresemble those of the Hutts save for a long, thick horn\nabove their snout. Like the Hutts, their necks are short\nand humped—almost nonexistent. They have thick,\noily, leathery skin, which hangs in creases, wrinkles,\nand loose folds. This skin is especially prominent below\nthe neck, where it hangs so loose that it hides the arms\nwhen they are folded against the chest.\n

\n\t\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The t'landa Til also have two hearts and three\nstomachs. Male t'landa Til make a sound that attracts\nfemales during mating season. This humming vibration\nis produced when air ows over the cilia in a male's\ninated neck pouch. This vibration stimulates a\nfemale's pleasure centers. This ability is accompanied\nby the males' low-grade empathic ability, which they\nuse to project pleasant feelings toward females. The\nt'landa Til can use this same pouch to create sonic and\nsubsonic vibrations with powerful eects on other\nspecies. The average t'landa Til stands about 2 – 2.5\nmeters tall. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If the T'landa Til moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the T'landa Til can make one stomp attack against it as a bonus action

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

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The T'landa Til makes 3 attacks one gore attack and two stomp attacks

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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The T'landa Til emits a sonic vibration paired with an empathetic emission. Every humanoid and biological creature within 100 feet of the T'landa Til must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that cannot hear have advantage on the save.

While charmed by the T'landa Til, the target seeks to assist the T’landa Til by any means within the target’s power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage from a source other than the T'landa Til, the target can repeat the saving throw. A target can also repeat the saving throw at the end of each of its turns

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The ambush master can add a d4 to a skill check or saving throw.

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The ambush master ignores difficult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modifier. Additionally, on its first turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet.

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Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals and addtional 1d8 weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry on the same planet as it.

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When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.

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When the ambush master is hidden from the target of its Ranger's Quarry feature, the first attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage.

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While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it.

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When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn.

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The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks, 18 tech The ambush master knows the following tech powers:

At-will: electroshock, encrypted message, minor hologram,

vortex shot

1st-level: alarm, element of surprise, target lock

2nd-level: charge power cell, detect invisibility, paralyze

humanoid

3rd-level: greater hologrampoints).

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.

The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

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The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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The Jubba bird was a Force-sensitive reptavian native to Dagobah. Jubba birds built their nests out of sticks and plants, using mud scooped from the swamps of Dagobah to hold the nest together. This made the nests heavy, often causing them to droop downwards into the swamps, where predators were waiting to gobble up the eggs.

Jubba were deceptively intelligent birds, though domesticated jubba often played dumb to avoid harassment from ignorant owners. Birds sold to appreciative owners sometimes allowed their innate intelligence to show, and became loyal companions. Many jubba birds were captured and sold by vendors as pets prized for their mesmerizing song. This song was a highly soothing whistle that it manipulated through the Force.

DesignationNon-sentient
ClassificationReptavian
Average length0,3 meters
Average wingspan1 meter
Feather color
  • Red
  • Purple
Eye ColorGreen
Distinctions

Song is a manifestation of the Force and can pacify those around it

Homeworld
Dagobah
Habitat
Swampy rainforest
Diet
  • Snakes
  • Rodents
  • Insects
  • Knobby white spiders

Description

Native to the planet Dagobah, the Jubba bird was a brightly colored reptavian whose feathers were shades of red and purple. Although the Jubba was only 0.3 meters long, it had a wingspan of a meter. Jubba birds were predators, and their diet was varied. Their main prey was snakes and rodents, and they would use their large mouths to scoop up swarms of insects while in flight. They were also known to hunt knobby white spiders. Jubbas constructed their nests high in the trees using mud from swamps.

The Jubba's most distinct feature was its unique hum, a soothing and eerie melodic whistle that calmed all but the most angry creatures and beings, and was a manifestation of the Force. To sing, the Jubba had to be content and happy; Jubbas in captivity had to be provided with enough room to allow them to fly unhindered and preen, and to hunt for their own food. It was advised that Jubbas kept as pets be quartered in an outside environment. Their own predators included butcherbugs.

Intelligent creatures, the Jubba presented itself as a beautiful and proud bird that had no capacity for learning, a façade that allowed the Jubbas to remain independent of owners and resist efforts to be trained. However, well-cared for and loved Jubbas formed a bond with their owners and displayed their true intelligence, becoming loyal and valuable companions. Jubbas with this level of trust in a being were able to discern strangers' motivations, search for objects, and sing on command.

History

After coming into possession of some Jubba birds, the Bimm merchant Glah Ubooki attempted to record the unique song, but the recording did not have the same effect as it was not amplified by the Force. The Ubooki brothers had three of the birds for sale, each located in a different shop, where they retailed for 4,000 credits each.

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The jubba bird can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

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The jubba bird's forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks). The jubba bird innately knows the following force powers:

At-will: sense emotions

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Grandmaster

Grand Master, or Grandmaster, was a title bestowed on the oldest and wisest member of the Jedi Order. Whereas the Master of the Order served as leader of the Jedi High Council, the Grand Master was the head of the Jedi Order. Yoda, a Jedi Master who had lived for over eight centuries by the time of the Clone Wars, was the Grand Master of the Jedi Order during the waning years of the Galactic Republic.

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When the Jedi Grand Master casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

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When The Jedi Grand Master casst a power that targets only one creature and doesn’t have a range of self, it can target a second creature in range with the same power.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"Mjk3MzEzYWQ2YmJm","flags":{},"name":"Force Senses","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

The Jedi Grand Master has advantage on Wisdom (Perception) Checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YmExZjNjYzBiYTBk","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

Whenever the Jedi Grand Master makes a saving throw against a force power he rolls with advantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YzUyMmRiY2RkNDM1","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of The Jedi Grand Master's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NmE3ODBjZjljNzZm","flags":{},"name":"Combat Caster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

When the Jedi Grand Master uses his action to cast a force power, he can use a bonus action to make a shotosaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NjIwYTgyZmIyMTM2","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

If the Jedi Grand Master fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"M2RkNzgzZjQ5MWM3","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

The Jedi Grand Master is a 20th level forcecaster it's forcecasting ability is Wisdom (force save DC 23, +15 to hit with force attacks, 80 force points).

The

Jedi Grand Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, heal

2nd level: animate weapon, battle meditation, danger sense,

phasewalk, stun, stun droid

3rd level: knight speed, share life, sever force, telekinetic

storm

4th level: disable droid, force immunity, freedom of

movement, mind trap

5th level: improved battle meditation, improved phase strike,

improved phasewalk, mass animation, revitalize, skill

empowerment, telekinesis

6th level: greater heal, telekinetic burst, true sight, wall of light

7th level: destroy droid, force mend, improved revitalize,

master speed

8th level: earth quake, force link, mind blank, telekinetic wave

9th level: master battle meditation, master heal, precognition

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YWI4Y2U3MDIzYzE5","flags":{},"name":"Force Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

The Jedi Grand Master adds 5 to his AC against an attack that would otherwise hit him.

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.

When the Jedi Grand Master makes three shotosaber attacks or casts a force power and makes a shotosaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZDgwZTczN2RmZDA1","flags":{},"name":"Shotosaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d6+7) energy damage plus 9 (2d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+7","energy"],["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"MWQyMjNmMjhlN2Yw","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Grand Master casts one of his at will powers.

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.

The Jedi Grand Master can make one shotosaber attack.

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.

The Jedi Grand Master can move up to his speed without provoking opportunity attacks.

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.

The Jedi Grand Master can choose any number of creatures within 30 feet of it and divide 90 hit points between them restoring up to half of their total hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000}]} +{"_id":"A7iIjwvbXpwiPiUP","name":"Joben T-85 Speeder Bike","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":""},"hp":{"value":39,"min":0,"max":39,"temp":0,"tempmax":0,"formula":"6d10+6"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","speed":{"value":"0 ft","special":"fly 70 ft"},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":39,"min":0,"max":39},"bar2":{"value":14,"min":0,"max":0}},"details":{"biography":{"value":"

Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Speeder bikes, also known as jumpspeeders, were\nopen-air repulsorlift vehicles that emphasized speed\nand maneuverability over stability. A typical speeder\nbike had a maximum altitude of 10 meters (32 feet)\nand could thus maneuver deftly over very rough\nterrain. Some companies manufactured extras like\nsidecars for speeder bikes. 

\n\t\t\t\t
\n\t\t\t
\n\t\t

Joben T-85 Speeder Bike

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Joben T-85 speeder bike was a speeder bike model\nmanufactured by the Zebulon Dak Speeder\nCorporation, and named after the famous swoop racer\nThall Joben. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/avatar.webp","token":{"flags":{},"name":"Joben T-85 Speeder Bike","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"A7iIjwvbXpwiPiUP","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":39,"max":39},"bar2":{"value":14,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjAwNzM1ZDEzMDE5","flags":{},"name":"Quick Escape","type":"feat","img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/avatar.webp","data":{"description":{"value":"

The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MzEyOGY1NjliYmRm","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/avatar.webp","data":{"description":{"value":"

The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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.

As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

","public":""},"alignment":"Chaotic Light","species":"","type":"humanoid (Nautolan)","environment":"","cr":14,"powerLevel":0,"xp":{"value":11500},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 90 ft., passive Perception 20","languages":{"value":[],"custom":"Galactic Basic, Nautila"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":1,"ability":"str","bonus":0,"mod":1,"passive":16,"prof":5,"total":6},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","token":{"flags":{},"name":"Aquatic Jedi Master","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"AFXhwRnmp2Bjwopw","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":195,"max":195},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Yzg3MDkzZmNlN2Iw","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

If the aquatic Jedi master fails a saving throw, it can choose to succeed instead.

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The aquatic Jedi master can breath water.

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The aquatic Jedi master has advantage on skill checks and saving throws to avoid being grappled or moved. If it fails one of these skill checks or saving throws, it can expend one force point to reroll one of the dice once. It must use the new roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"Y2U4NDM4NjkwNjlh","flags":{},"name":"Kinetic Combat","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

Once per round on its turn, when the Jedi hits with its Lightfoil attack, it can expend one force point and choose one of the following effects:

Deflection: The aquatic Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Double Strike: The aquatic Jedi can roll 1d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time: The aquatic Jedi master's speed increases by 5x1d8 until the end of its current turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MTg2NzlkMmFjZjY4","flags":{},"name":"The Way of the Sarlaac (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

The aquatic Jedi can enter this frenetic stance as a bonus action. When the aquatic Jedi master hits a creature with a melee weapon attack, that creature has disadvantage on the first attack roll it makes against the aquatic Jedi master before the start of the aquatic Jedi master's next turn. Additionally, if the creature is within 5 ft. of the aquatic Jedi master, it must make a DC 18 Strength saving throw. On a failure, that creature is pushed back 5 feet, and the aquatic Jedi master can move to enter the space the creature just vacated without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Yzc5NDY0ZTJkNGIx","flags":{},"name":"Unpredictable Motion","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

Opportunity attacks against the aquatic Jedi master have disadvantage.

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The Jedi's weapon attacks deal an extra 1d8 weapon damage (included).

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The aquatic Jedi can jump 40 feet.

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The aquatic Jedi master is a 14th-level forcecaster (force save DC 18, +10 to hit with force attacks, 61 force points). It knows the following powers:

At-will: affect mind, guidance, force disarm, force push/pull,

mind trick, saber reflect, sonic charge

1st level: burst of speed, force jump, heal, sense force, slow

descent

2nd level: calm emotions, coerce mind, force sight, rescue,

stun droid

3rd level: force repulse, knight speed

4th level: disable droid, grasping vine, force immunity

5th-level: improved heal, revitalize

6th-level: eruption, telekinetic burst

7th-level: destroy droid

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When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OGFkMDgwNDY1MTZj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Jedi makes three Lightfoil attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"NDY1ZDA2YjhmOWMz","flags":{},"name":"Force Bubble (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master can generate a bubble of air with the Force. It can then hurl this bubble at a point within 120 feet. When the bubble reaches the point, it will pop with a burst of sonic energy. Each creature within 20 feet of that point must make a DC 18 Constitution saving throw, taking 42 (12d6) sonic damage on a failed save, or half as much damage on a successful one. Creatures in water are vulnerable to damage from this attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NDU0MGIwZGQ5MGM2","flags":{},"name":"Lightfoil","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master attacks with its lightfoil.

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.

The aquatic Jedi master moves up to its speed.

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.

The Jedi casts an at-will force power.

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\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

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The bogwing is considered to be a Large animal for the purposes of determining its carrying capacity.

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The bogwing can make two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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\"Master, General Grievous's ship is directly ahead, the one crawling with vulture droids.\"

- Anakin Skywalker to Obi-Wan Kenobi, referring to the Invisible Hand during the Battle of Coruscant

Manufacturer
  • Haor Chall Engineering
  • Xi Char Cathedral factories
ClassDroid starfighter
Cost19.000 - 40.000 credits
Length
  • 6,96 meters (in flight)
  • 3,5 - 3,6 meters (walking)
Height/depth
  • 1,86 meters (in flight)
  • 6,87 meters (walking)

The Variable Geometry Self-Propelled Battle Droid, Mark I, also known as the Vulture-class droid starfighter, or more simply as the vulture droid, was an unmanned model of droid starfighter manufactured by Haor Chall Engineering and utilized by the Trade Federation and later the Confederacy of Independent Systems. The fighter relied on overwhelming numbers during combat. Constructed in the cathedral factories of Xi Char, their creation through precision manufacturing was considered an act of religious worship. It was present at many engagements including battles during the Clone Wars.

Characteristics

\"Their creators assumed a given fighter would not survive long, and so programmed them to be swarming weapons.\"

\"So burning through their resources as fast as possible? Without any long term considerations? Are you sure?\"

\"Look at the curve of the combat pods. The shape of the stripes. The position of the blaster barrels. Weapons such as this not only are functional, but also incorporate the artistry of their creators. The beings who created and built these fighters believe in short quick answers to questions and problems.\"

- Thrawn and Eli Vanto discuss vulture droids

With the effectiveness of droid starfighters debated in strategic circles for generations, vulture droids were as such capable of extreme maneuvers that could crush even the sturdiest organic pilot, but lacked the resourcefulness and cunning that living pilots brought into combat. Nonetheless, a lack of life-support systems allowed more room for armaments and fuel, and the lack of an organic pilot removed any moral responsibility for its destruction.

Like the ground forces made up of battle droids, vulture droids were remote controlled by a control ship, but as time passed later generations of the fighter were able to operate with limited independence due to the installation of artificial intelligence. They were also known to be able to communicate with each other by chattering. While not in flight, vulture droids could transform into walking mode to patrol the surface or provide support during battles, and was specifically designed to fill both space and ground-based roles.

A variant of the vulture droid featured an ion weapon. One of this variant battled Ahsoka Tano and Padmé Amidala while they were flying N-1 starfighters during starfighter practice. The unit was destroyed.

The design of the vulture droid formed the basis for producing the Hyena-class bomber, another type of automated droid starfighter used by the Separatist Alliance. Vulture droids were not considered as smart as tri-fighters and hyena bombers, and relied on speed and overwhelming numbers in combat scenarios.

History

Invasion of Naboo

\"Fighters, straight ahead.\"

- Bravo Leader's Ric Olié, during the Battle of Naboo

In 32 BBY, vulture droids were deployed with the rest of the droid forces by the Trade Federation military to seize Naboo. During the space battle over the planet, vulture droids were controlled by a Droid Control Ship, made out of a modified Lucrehulk-class LH-3210 cargo freighter, and engaged Bravo Flight's N-1 starfighters. All of the droid starfighters were deactivated when Anakin Skywalker destroyed their control ship, the Vuutun Palaa.

Clone Wars

Starfighters of the Separatist Alliance

During the Clone Wars, vulture droids were painted with the blue and white hexagonal markings that symbolized the Separatist Alliance. Vulture droids were also quickly upgraded to function independently from a Droid Control Ship. They would fight in numerous battles against the Galactic Republic during the war, and vultures became a larger threat to their adversaries as the war continued.

Vulture droids were the most common aerial unit in the Confederacy military. In addition to being launched from capital ships, vulture droids were also deployed from Automated vulture droid deployment stations to defend areas from potentially hostile approaching vessels. Munificent-class star frigates, which were one of the most common ships in the CIS fleet, could carry up to forty-two vulture droids.

At some period during the war, vulture droids were upgraded to carry missiles which could deploy Pistoeka sabotage droids against enemy starfighters.

Christophsis

In 22 BBY, vulture droids participated in the Battle of Christophsis, which ended in defeat for the Confederacy of Independent Systems. Anakin Skywalker, now a General of the Republic Army and Knight of the Jedi Order, destroyed Admiral Trench's flagship Invincible with the IPV-2C Stealth Corvette, ending the Separatist blockade of the system. Jedi General Obi-Wan Kenobi captured Separatist General Whorm Loathsom, ending the Confederate occupation and forcing the Separatist navy once more to retreat.

Teth

Vulture droids participated in the Battle of Teth, a loss for the Confederacy of Independent Systems. Despite fierce Confederate resistance, Skywalker rescued Rotta the Hutt and delivered him to Jabba's palace on Tatooine.

Ryloth

Vulture droids participated in the Battle of Ryloth, a protracted campaign in which the Separatists resisted the Republic's attempt to liberate the Twi'lek homeworld. Notably, a swarm of Vultures almost completely eliminated the V-19 Torrent starfighters of Blue Squadron and rammed the bridge of the Resolute.

Other battles

The droids continued to see action throughout the rest of the conflict. From large scale battles such as at Umbara, to smaller skirmishes such as over Felucia after the destruction of Felucia Medical Station HCTFF2. During the Battle of Horain, Clone Captain \"Rex\" attempted to contact his commanding officer, General Skywalker, for help, but General Kenobi instead came to aid the clone trooper, explaining that Skywalker was dealing with vulture droids.

Ending actions

The droids were involved in the Battle of Coruscant, which proved to be the last gasp of the CIS, and at the Battle of Utapau. During the former of these two battles, Count Dooku was beheaded by Anakin Skywalker, and days later General Grievous was killed at Utapau. After the deaths of the Separatist Council, all Confederate droids were shut down, including the vulture droids.

Post-Clone Wars

\"I have studied vulture droids, ensign. They do not normally fight this effectively.\"

- Thrawn, to Eli Vanto during the Battle over Umbara

During the Imperial Era, vulture droids fell into the hands of various rebel groups including Cham Syndulla's Free Ryloth movement, Berch Teller's rebel cell, and the smuggler–turned–insurgent leader Nevil Cygni (\"Nightswan\"). In 14 BBY, hundreds of vulture droids were used by the Free Ryloth movement to attack the Imperial Star Destroyer Perilous during an assassination attempt against Emperor Palpatine and Darth Vader.

Later, Berch Teller's rebel cell obtained vulture droids and other former Separatist equipment and material from Vice Admiral Dodd Rancit, who was conspiring against his rival Moff Wilhuff Tarkin. The Chiss Imperial Navy officer Thrawn collected various Clone War artifacts including vulture droid parts. The insurgent leader Nevil Cygni, also known as \"Nightswan,\" also procured 400 vulture droids during the Umbaran uprising.

By the time of the cold war, Vulture droids were used as private security forces by the houses of Cato Neimoidia. The X-wing drones used for First Order TIE Fighter Pilots had similar visual elements to vulture droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid can climb metal surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MGI1MGQ2MjA1OWRh","flags":{},"name":"Deflector Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/196_-_Vulture-Class_Droid/avatar.webp","data":{"description":{"value":"

The droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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.

The droid makes two slam attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NjM0ODM3Y2Y1NWJj","flags":{},"name":"Slam","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/196_-_Vulture-Class_Droid/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage

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Ranged Weapon Attack +3, Range 300/600 ft., One target. Hit : 9 (2d8) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 11), taking 9 (2d8) energy damage on a failed save, or half as much on a successful one.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Emplacement Weapon, Heavy Blaster, or E-WEB, is\na a heavy repeating blaster manufactured by BlasTech\nIndustries. It is able to be broken down into parts and\ncarried by a small crew of troopers making it fairly\nmobile, but has to be rigidly mounted in order to counteract the eects of its incredible re-\npower.

\n\t\t\t\t\t

It requires two crew members for optimal\neectiveness. One crewer mans the gun, and the other\nmonitors and adjusts the Eksoan Class-4T3 power\ngenerator. Like many high-yield generators, the 4T3 is\nprone to overheating and potentially explosive\noverload, despite its advanced Gk3 Cryocooler cooling\nunit. Power is fed into the E-Web via a conduit that\nconnects to the base of the TR-62 Autocushion Tripod.\nThe built-in comlink with automatic encryption allows\nfor secured communication with other units. The\ncomputerized re control and targeting system\nincludes infrared and StarVision low-light enhancement\nfor use in night combat. Overall, the E-Web can be\ntransported and assembled for ring within a minute\nor less, although it will take up to ten minutes for its generator to reach full power.\n

\n\t\t\t\t\t

If the 4T3 generator is \"cold,\" it can take nearly\nfteen minutes for the crew to deploy the weapon,\ncalibrate the generator and congure the targeting\nsoftware. Some Imperial crews pre-charged the\ngenerator before use for faster set-up. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The turret has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret uses its Intelligence modi\u0000er for attacks, save DCs, and damage rolls.

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The construct is fully operational only with an engineer. If the engineer takes the Regulate action, the Gunner may take the Saturate Action. Otherwise, the only construct actions the gunner may take are the Multi-Attack and Burst Fire actions.

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When the construct is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fi\u0000re damage on a failed save, or half as much on a successful one.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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.

The turret makes two burst attacks.

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.

The E-WEB sprays a 10-foot-cube area within 200 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 15 (2d12+2) energy damage. On a success, the target takes half damage.

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.

The engineer actively monitors and controls the energy regulation and cooling systems, allowing enhanced performance. The Gunner may spend its action to take the Saturate action.

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.

This action may only be taken on a round in which the Regulate action has been taken on this construct. The E-WEB thoroughly saturates a 15 foot cube within 200ft with shots. Any creature who enters the saturated area or begins its turn in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 28 (4d12+2) energy damage and is restrained until the start of their next turn. On a success, the target takes half damage and must succeed at a Wisdom saving throw (DC 15) or become frightened until the start of their next turn.

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DesignationSemi-sentient
Average height

3 meters

Homeworld
Dromund Kaas

Swamp wampas were humanoid, semi-sentient predators, similar to the wampas of Hoth.

The only major differences between the two wampa species was that the wampas of Hoth had adapted to their surroundings with heavy fur coats to survive the harsh climate of the ice world; the swamp wampas, in comparison, had lighter fur coats due to their native warm climate and were found in the swamps and marshes of Dromund Kaas.

The two species were so similar that scientists believed swamp wampas may have directly descended from ice wampas.

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The wampa has disadvantage on Dexterity (Stealth) checks. At the start of each wampas turns, each creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 10 (4d4) poison damage.

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.

The wampa makes two attacks, one with its claw and one with its bite.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"YTRjOWRlNGQ2Yjll","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/126_-_Swamp_Wampa/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage.

The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the wampa can't bite another target.

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Average height

0,8 meters

Homeworld
Myrkr

The vornskr was a canine beast that could hunt using the Force.

Description

The vornskr, native to the planet Myrkr, were a wild, vicious canine species that had the unusual ability to sense the Force. This ability evolved to help them hunt ysalamiri, but a side effect caused them to think that Force-sensitives were their favorite prey, including Jedi in their appetite.

To counteract this hunting method, the ysalamiri developed the ability to project a \"Force bubble,\" inside which no Force abilities could be used.

Vornskrs were primarily nocturnal hunters, and used their whip-like, mildly venomous tails to stun prey before finishing it off with their teeth. They were normally sedate during the day, but hunger or other factors would drive them to hunt during daylight hours.

Before Jedi Master Mace Windu refined it into Vaapad, the Form VII style of lightsaber combat was referred to as the Way of the Vornskr.

Tyber Zann was known to use such creatures within the Zann Consortium. After taking the younger vornskrs away, the pups were trained as effective hunters for enemy troops that managed to escape the confines of their imprisonment.

The smuggler Talon Karrde kept two vornskrs, Sturm and Drang, as pets and guard animals, and considered offering them for sale as guard animals. He discovered that cutting off their whip-like tails was similar to castration, since it removed most of their hunting aggression, a fact he detailed in an article published in the Galactic Zoology Monthly.

During the Peace Brigade attack on Yavin 4 during the Yuuzhan Vong War, Talon Karrde outsmarted the Peace Brigade by leading them into the hands of Kam Solusar and his wife Tionne. He achieved this by commanding his two vornskrs to find the Jedi and allowing the Peace Brigaders to follow the trail. Once he found the Jedi, the Peace Brigaders were effortlessly disposed of. During this pretended Jedi hunt, Talon Karrde convinced the Peace Brigaders into thinking that he was the owner of the last two remaining vornskrs. The Peace Brigaders seemed to believe him; however, the Yuuzhan Vong were informed by the traitorous New Republic Senator Viqi Shesh that the vornskrs hailed from Myrkr. The Yuuzhan Vong then used the species as a biological template for the voxyn.

Vornskrs were also used as guards in the Dark Force Temple on Dromund Kaas.

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The vornskr can sense the presence of force creatures and objects up to 1 mile away. It knows the general direction they're in but not their exact locations.

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The vornskr has advantage on Wisdom (Perception) checks that rely on smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 7 (2d6) poison damage.

If the target is a creature it must also make DC 13 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

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The juggernaut can take the Dash action as a bonus action, and if the juggernaut moves at least 10 feet in a straight line with this bonus action, it gains a 5 bonus to it's next melee attack’s damage roll.

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The juggernaut has advantage on saving throws against force powers.

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When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.

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If the juggernaut is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The juggernaut can wield a two handed weapon in one hand. Also if he misses with an attack the creature takes 5 energy damage.

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The juggernaut is an 19th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +10 to hit with force attacks) and it has 42 force points.

The juggernaut knows the following force

powers:

At-will: affect mind, denounce, feedback, saber ward

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight

3rd-level: choke, force scream, sever force

4th-level: force immunity, shroud of darkness

5th-level: greater feedback, improved force scream,

improved phase strike

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

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The juggernaut makes three lightsaber pike attacks or casts a power and makes a lightsaber pike attack.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature within 30 feet of the juggernaut must succeed on a Wisdom saving throw (DC 18) or become frightened of the juggernaut for 1 minute, and have its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

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.

Sith Cyborg can move up to his speed without provoking opportunity attacks.

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.

Sith Cyborg can cast an at-will force power.

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Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

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Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The junior engineer is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 27 tech points.

The junior engineer knows the following

tech powers:

At-will: combustive shot, electro shock, encrypted message

1st-level: absorb energy, energy shield, oil slick, smoke cloud

2nd-level: overheat, release, scorching ray

3rd-level: explosion, sabotage charges

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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.

After spending at least 30 seconds setting the charge, the engineer may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the engineer has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"This hardy close-combat unit comprises a standard Trooper mounted atop a beast capable of detecting foes that would otherwise be imperceptible — such as concealed Jedi and Sith.\"

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

The Mounted Trooper is a fast melee combat unit that can be trained at the Troop Center in Tech Level 1, as soon as an Animal Nursery has been built. It is effective against Mechs and Heavy Weapons, but can be countered by other Troopers and Fighters. It is also effective at taking down buildings very quickly.

For general information about troopers, see Trooper

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If the mounted trooper moves at least 20 feet straight toward a creature while mounted and then hits with a vibrolance attack on the same turn, it can make a trample attack against the creature as a bonus action.

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The trooper cannot be knocked prone, dismounted, or moved against it's will while mounted.

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Melee Weapon Attack +4, Reach 10 ft., One target. Hit : 8 (1d12+2) kinetic damage

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Ranged Weapon Attack +3, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

The target must succeed on a DC 13 Strength saving throw or be knocked prone.

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The trooper unleashes a torrent of flame in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

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\"Hey—your spy droids discovered this freighter. You gonna doubt your own tech the way you're doubting me and mine?\"

- Cad Bane, to Darth Maul

CreatorSith
ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
0,3 meters
Sensor colorBlack
Plating colorBlack

The DRK-1 Dark Eye probe droid, also known as the Sith probe droid, Sith seeker, DRK-1 Tracker Droid or Repair droid, was a model of probe droid used by the Sith and later the Galactic Empire.

Characteristics

The DRK-1 probe was a spherical probe droid capable of floating above the ground. Equipped with a single eye, these droids had a black carapace and were fitted with an antenna rising from their globe-like body. Darth Maul's DRK-1 probe droids spoke the language Sisrai.

History

\"Show me.\"

- Darth Maul commanding one of his DRK-1 Dark Eye probe droids

The Sith Lord Darth Maul made use of several DRK-1 probes, keeping at least three of the spy droids aboard his personal starship, the Scimitar. He utilized these droids to track down a freighter belonging to the Haddrex Gang on Nar Shaddaa, which led Maul and his bounty hunter compatriots to the hideout of Xev Xrexus in the Drazkel system. There, Maul followed one of the droids to the location where Jedi Padawan Eldra Kaitis was imprisoned.

In 32 BBY, Maul launched three probe droids while seeking out Queen Padmé Amidala on Tatooine, and successfully located her Jedi protector, Qui-Gon Jinn. Maul recalled his probes and set out on his speeder, the Bloodfin, to engage Jinn in a lightsaber duel. However one of these droids, after rescuing a labor droid and being saved from a sandcrawler by the same droid, decided to remain on Tatoonie with its new friend.

During the Galactic Civil War, these droids were used as repair units by the Imperial Army to make field repairs to vehicles. They were unarmed however, leaving them defenseless against enemies.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this droid is also tracking that target, the interfaced creature gains advantage on the check. If it already has advantage, it can instead reroll one of the dice once.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the captain that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The mercenary makes three weapon attacks.

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Efforts to transplant colonies of the energy spiders that produce the stuff haven't been very successful.\"

\"You're trying to get them to survive on other planets?\"

\"Yes, but they just stop feeding and die—\"

\"Good!\"

- Lando Calrissian and Han Solo, on Calrissian's efforts to expand glitterstim production

DesignationNon-sentient
Homeworld

Kessel

Energy spiders or spice spiders were arachnids that inhabited the spice mines of Kessel. They lived in complete darkness inside the mine's caves spinning webs made of glitterstim, a rare kind of spice. The spiders would shoot webbing from their mouths to capture prey, impale them and then quickly suck the life energy from them. The spiders were known to feed on bogeys, as they were sources of pure energy that caused the glitterstim to react and produce light, alerting the spiders to their presence. The spiders also disliked bright light, since they lived in pitch black caves. Energy spiders were, however, drawn to the light produced by the glitterstim-bogey interaction, and there are even cases of mistaking other lighting sources for this interaction. They were one of the many threats faced by the spice miners, especially those who wandered too deep into the caves where the spiders lived. Often, the administrators and superiors on Kessel would send disruptive prisoners to work in these deep tunnels, ensuring an often permanent solution to a prisoner problem. As energy spiders feed on energy, blaster bolts are ineffective against them and are merely absorbed. Curiously, ion weapons, since they affect energy and its distribution, are highly effective (but not lethal) against them.

A variant sub-species of energy spider was discovered by Han Solo and Leia Organa Solo while investigating a series of ground quakes on behalf of Lando Calrissian, owner of the spice mining operation. The newly discovered subspecies had a reddish hue and lacked the hooks and spines that are present on the arms of typical spiders. These \"red spiders\" were found to be herbivorous, feeding on the giant fungi found in the lower reaches of Kessel's spice mines. These red spiders had a poisonous effect on baseline energy spiders, allowing the two to coexist. Genetically, the two different types could even mate, though no documentation of the act nor results existed.

When fed ryll, the energy spiders would produce glitteryll and grow to large sizes. A number of the creatures were smuggled onto Ryloth, which proved to be one of the few other worlds capable of supporting them. A few made their way to Coruscant for the Coruscant Livestock Exchange and Exhibition following the establishment of the New Republic in its arthropod exhibit, along with toxin/adrenaline-producing orbalisks and Death Seed-producing drochs.

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Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

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While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Ranged Weapon Attack +5, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

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DesignationNon-sentient
HomeworldTatooine
HabitatDesert
DietCarnivore

Wraids were large reptilian creatures found on many desert planets around the galaxy, including Tatooine and Korriban as well as other planets like Tython.

Characteristics

Wraids were pinkish-red in color and had very powerful front legs, enabling them to move quickly when agitated by means of long, bounding strides. They had large claws at the end of their feet and sharp teeth, making them dangerous to the unwary. They also had two small back legs.

Wraids were often seen in clusters from two to six members. Generally, they would not harm passersby unless provoked, at which point their danger became immediately apparent.

Because of their ferocious appearance and short temper, they were a popular quarry of less-experienced big game sport hunters from around the galaxy. When the settlement of Anchorhead was founded, hunting wraids developed into a marketable trade with the opening of hunting lodges and salespeople dealing in wraid skull plates purchased from hunters.

Their skull plates were rumored to have medical uses, but the market for them was very specific.

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If the Wraid moves at least 20 feet straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 4 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

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The Wraid makes two attacks, once with its ram and one with its claws.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 13 (3d6+3) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Manufacturer

Gordarl Weaponsmiths

TypeSonic cannon
Cost
  • 9.000 credits (new)
  • 5.000 credits (used)

The LR1K sonic cannon, also known as the Geonosian sonic cannon or the Geonosian defense platform, was a high-powered artillery emplacement weapon produced by the Gordarl Weaponsmiths on Geonosis prior to and during the Clone Wars.

Description

The LR1K cannon used sonic blaster technology that employed internal oscillators to produce a devastating sonic blast. The high impact concussive sonic energy was stabilized by a containment sphere within the cannon until impact against a target, at which point it broke up to create an omnidirectional blast. Commonly, the LR1K required two Geonosian or battle droid gunners to operate, although the cannon's advanced, highly-precise targeting computers were capable of doing most of the work. A critical hit with this weapon would instantly kill any average clone.

History

The sonic cannon was rushed into production when Archduke Poggle the Lesser joined the growing Separatist movement, prior to the official creation of the Confederacy of Independent Systems. An arsenal of sonic cannons were kept at the Petranaki arena, for use in the event of a creature break-out or a crowd control situation. Four cannons were deployed against a Jedi strike team in the arena, and many others were later deployed during the Battle of Geonosis against invading clone troopers on the planet's dusty plains. They were later used to defend Geonosis against the Republic's second planetary invasion. Several of the sonic cannons were deployed to defend mines on the planet Rishi.

The LR1K technology was later incorporated into the Imperial sonic blaster of the Galactic Empire.


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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The sonic cannon lets loose a devastating blast of sonic energy in a direction it chooses. Each creature and construct in a 60-foot cone must make a Constitution saving throw (DC 14). A creature takes 24 (6d6 + 3) sonic damage and is knocked prone on a failed save. On a success, the creature takes half damage.

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Friendly creatures that can see and hear the Admiral within 30 feet of it add a +4 bonus to their attack and damage rolls. This effect ends if the Admiral is incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MzdlMDhmNGViNzAw","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/318_-_Imperial_Admiral/avatar.webp","data":{"description":{"value":"

The Admiral is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech powers). It has 22 tech points and knows

the following tech powers:

At will: assess the situation, electroshock, targeting shot

1st-level: energy shield, expeditious retreat, spot the

weakness, toxin scan

2nd-level: paralyze humanoid, toxin purge, truth serum

3rd-level: tactical advantage

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The Admiral has advantage to resist tech powers and other tech effects.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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.

The Imperial Admiral makes three attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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.

Up to four allies within 120 feet of the Admiral that can hear it can each use their reaction to make one weapon attack.

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.

The officer targets up to four allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The gundark can make four attacks: two with its claws and two with its gigantic claws.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

","public":""},"alignment":"Neutral Dark","species":"","type":"undead","environment":"","cr":24,"powerLevel":0,"xp":{"value":62000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":"Kinetic, Ion And Energy From Unenhanced Weapons"},"dr":{"value":["cold","fire","lightning"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","poisoned","exhaustion"],"custom":""},"senses":"truesight 120 ft., passive Perception 22","languages":{"value":[],"custom":"All, Telepathy 120 Ft."}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":0,"ability":"str","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"dec":{"value":1,"ability":"cha","bonus":0,"mod":8,"passive":25,"prof":7,"total":15},"ins":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":22,"prof":7,"total":12},"itm":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"inv":{"value":0,"ability":"int","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":22,"prof":7,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"per":{"value":1,"ability":"cha","bonus":0,"mod":8,"passive":25,"prof":7,"total":15},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","token":{"flags":{},"name":"Dark Lord Spirit","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"CIEOuhZnYtuRpFOs","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":313,"max":313},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTQxMTY3MmM1NzYz","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","data":{"description":{"value":"

The spirit's forceasting ability is Charisma (force save DC 23). It can innately cast the following force powers: At will: coerce mind, fear, improved feedback, sense force, sever force 3/day each: darkness, dominate mind, force project, force suppression, sanctuary, telekinesis 1/day each: dominate monster, improved force camouflage, mass animation

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"N2FlMzcwODlhOWQw","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","data":{"description":{"value":"

If the spirit fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MTMzZjI2MDU3Y2Jj","flags":{},"name":"Tech Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","data":{"description":{"value":"

The spirit has advantage on saving throws against tech powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"Mzc0ZDMzNjYwMDMz","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The spirirt attacks twice with Force Saber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NDE1M2Q0MzQ3OGQ3","flags":{},"name":"Force Saber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (4d6+6) energy damage plus 10 (3d6) psychic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+6","energy"],["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"YWViNzI1MDA2NDFm","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","data":{"description":{"value":"

.

The spirit teleports up to 120 feet into an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NzM0M2FjNjUyOTNl","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","data":{"description":{"value":"

.

The spirit attacks once with Force Saber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MDJmMmJmOGU0ZWI2","flags":{},"name":"Dark Lightning","type":"feat","img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +13, Range 60 ft., One target. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 23 Strength saving throw or become shocked until the end of their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"OWE0ZTBmZDhhZjJj","flags":{},"name":"Sow Discord","type":"feat","img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","data":{"description":{"value":"

.

The spirit casts coerce mind or fear.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"Y2Y5YzZmMTIyNGE5","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","data":{"description":{"value":"

.

The spirit uses its teleport action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000}]} +{"_id":"CZ3HOHKS70nj4F9c","name":"**Armstech Specialist","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"13d8+39"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The specialist's is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks, 44 tech points).

The specialist knows the following powers:

At Will: combustive shot, targeting shot, assess the situation

1st Level: target lock, tracer bolt, absorb energy, energy shield,

charge powercell

2nd Level: translocate, infiltrate, smuggle

3rd Level: explosion, cryogenic suspension, debilitating gas,

tech override

4th Level: cloaking screen, salvo, corrosive sphere

5th Level: greater translocate, shutdown, paralyze creature

6th Level: disintegrate, firestorm

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The Specialist can use its bonus action to give one of its allies a d10 to roll for any ability check, attack roll, or saving throw.

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The Specialist has advantage on saving throws against tech powers.

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When the specialist misses on an attack, it can add the result of a d10 to the attack roll.

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The Specialist has the following weapon enhancements:

Accuracy Scope. Specialist gains a +2 to attack rolls (included). Amplifying Barrel. Specialist gains a +2 to damage (included). Bayonet. Specialist can make melee attacks with the finesse property utilizing his sniper rifle.

Booming Strikes. Once per turn, when the Specialist hits with the weapon, he can deal an additional 1d6 damage (included). The weapon makes a loud boom which can be heard 100 feet away. If the Specialist is hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Overcharge Weapon. The Specialist can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. You can add this damage to the extra damage of your Booming Strikes.

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The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

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Ranged Weapon Attack +10, Range 150/600 ft., One target. Hit : 13 (1d12+7) energy damage plus 10 (3d6) energy damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 10 (1d6+7) kinetic damage plus 7 (2d6) kinetic damage

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\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new) + weapons
  • 60 credits (used) + weapons
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

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When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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The clone engineers, also known as clone combat engineers, were members of special Combat Engineer Battalions in the Grand Army of the Republic that were well versed in a range of engineering techniques, from repairing vehicles to performing demolitions work.

On Kamino some clones were randomly chosen to become engineers and became attuned to their vehicles and idiosyncrasies. On the battlefield they were assigned to heavy artillery units, such as HAVw A6 Juggernauts and SPHA units for armored ground assault.

Clone engineers were equipped with dispensers that held bacta and ammunition, as well as F-187 fusioncutters that enabled them to repair vehicles, turrets, medical and power droids. They were armed with detonation packs for sabotage and shotguns, or blaster pistols in case they had to engage enemy units.

During the Phase I stage of Clone Troopers, the Grand Army of the Republic utilized repurposed clone pilots to fulfill the role of the engineer, and preformed many of the same tasks with slightly less specialized kits, many keeping their DN Bolt Casters in place of shotguns.

Various Galactic Republic military units were known to include Combat Engineer Battalions, such as the 38th Armored Division or the famed 501st Legion. Engineers played crucial role in the Battle of Thule, where they were deployed into energy farms to take down their enemy's shields, leaving them vulnerable to attack. Clone engineers were also charged with constructing outposts in the name of the Galactic Republic.

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The Sapper is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks).

The Sapper has 7 tech points and

knows the following powers:

At will: ion blast, ionic stike, on/off

1st level: oil slick, overload, energy shield

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 5 (1d8+1) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

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The All Terrain Personal Transport (AT-PT) is a light anti-infantry walker used by the Galactic Republic and, later, the Galactic Empire. It is manufactured by Rothana Heavy Engineering, a subsidiary of Kuat Drive Yards. They were precursors to the AT-ST and AT-AT.

AT-PTs are made to take single troopers into intense combat situations on their own, with the firepower of a squad. They stand only three meters tall, and are driven by AT-PT pilots.


The walkers are capable of reaching speeds up to 60 kilometers per hour and can climb a 45-degree angle, with hydraulic adjusters keeping the unit balanced. The vehicles carry a long-range comm antenna for patrols. The main drive unit provides power and hydraulic pressure for the two legs, and features cooling vents. The cockpit entry hatch is on the side, while the emergency flare launcher is just above the viewport.


The AT-PT is — compared to its intended threat, enemy soldiers — heavily armored, enough so that small-arms fire cannot penetrate the craft's armor. The walker is armed with twin blaster cannons and one concussion grenade launcher, which are only effective against infantry. The walker's superior agility made up for its light armor (in comparison to most other cavalry units).


The units often travel in packs for increased firepower.


The AT-PT was a limited production model, the majority of which were stationed aboard the Dreadnaught-class cruisers of the legendary Katana fleet, and many were lost when the fleet itself vanished.


During the Galactic Civil War, the Galactic Empire utilized a number of the walkers. They were often used as sentries and patrol vehicles near Imperial installations.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct

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The AT-PT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The construct makes three attacks with its repeating blaster cannon.

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

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The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw (DC 15). A target takes 21 (6d6) damage on a failed save, or half as much on a successful one.

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HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

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When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

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While the spider remains motionless, it is indistinguishable from a normal gnarltree.

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.

The spider makes two slam attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

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.

The spider ejects spores in 15-foot cone. All creatures in the area must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

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The Bogan can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.

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The Bogan's attacks are enhanced.

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The Bogan does not provoke attacks of opportunity while flying.

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The Bogan's innate forcecasting ability is Charisma (save DC 23). It can innately cast the following powers:

At will: darkness, enfeeble, feedback, force push/pull, force

throw, sever force, wound

3/day each: crush, fear, force lightning, force suppression,

improved force scream

1/day each: death field, improved force camouflage, rage, ruin

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If the Bogan fails a saving throw, it can choose to succeed instead.

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The Bogan immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

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The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

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.

The Bogan makes one bite attack, one wing attack, one claws attack and one blade of the darksider attack.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 28 (4d10+6) kinetic damage

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Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage.

The target is grappled and restrained (escape DC 22). The Bogan can grapple one creature at a time if it is on the ground or two if it is flying. Claws grappling a creature can’t attack any other creature.

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Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 22 Strength saving throw or be knocked prone.

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Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 27 (6d8) force damage

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Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 27 (6d8) force damage

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The Bogan takes the Hide action.

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The Bogan teleports to a location it can see within 100 feet of it.

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The Bogan casts an innate power.

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The Bogan radiates darkness in a 30-foot radius. The darkness lasts until the start of the Bogan's next turn.

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\"They're from Ahch-To. Luke called them porgs. They're adorable.\"

- Rey, to Poe Dameron

DesignationNon-sentient
ClassificationAvian
Feather color
  • Brown
  • Gray
  • White
  • Orange (males)
Eye ColorBrown
Homeworld
Ahch-To
Habitat
Coastal

Porgs were a species of sea-dwelling bird. They were native to the planet Ahch-To, where Jedi Master Luke Skywalker made his exile in the years prior to the Battle of Crait.

Biology and appearance

Porgs were a species of non-sentient birds. They were stocky in nature, with two short wings, flat, beakless faces, and two webbed feet. Porgs were sexually dimorphic; males were slightly larger than females, and males also had orange plumage around the eyes. Porgs of both sexes were covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They were much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They could fly short distances but not far enough to leave their native island. They could also run quite swiftly on the ground and were good at maneuvering into small spaces. The birds had stereoscopic vision; their eyes had brown irises and black pupils. Porgs favored colder environments.

Porgs apparently understood certain linguistic terms. When they overheard Rey refer to Chewbacca as \"Chewie,\" they mistook it to be the word chewy, leading them to wonder whether Chewbacca would serve as her food.

Behavior

\"Puffy, my good luck charm! You look hungry.\"

- Hondo Ohnaka

These hypercurious, cliff-dwelling creatures were found throughout the islands of the planet Ahch-To. They were capable of performing controlled dives into the sea, where they fetched fish to feed on or pass on to their otherwise helpless offspring, which were called \"porglets.\" They also hunted crustaceans. Porgs exhibited a roosting behavior, and they built nests along the island cliffs. They built nests from hair, fiber or grass and decorated them with shiny objects they had acquired. Porgs loved water, both to drink and to play in. They also loved tasting new things. Porgs had strong natural camouflaging abilities, as well as many interesting calls, ranging from burbles to squeaks to song. They crooned a special song when they were pleased. However, they could also be completely silent when necessary. Despite their curious nature, they could be quite shy if they felt threatened. Porgs, both wild and domesticated alike, were unusually smitten by human objects, and found shiny objects very fascinating. If their curiosity ran unchecked, they could wreak havoc. Porgs enjoyed being petted and scratched, especially behind their ears. A group of porgs was called a \"murder.\"

History

\"When did this old rattletrap become a birdcage?\"

- Leia Organa, commenting on the infestation of porgs in the Millennium Falcon

Porgs evolved from seabirds on Ahch-To. Considered quite tasty by some species, they were sometimes hunted by the resident Lanai as well as visitors to Ahch-To. At the time of the First Order–Resistance war, when Jedi Master Luke Skywalker threw his lightsaber off a cliff, two porgs investigated the weapon. The birds nearly activated the weapon, before they were scared off by Rey. Shortly afterwards, another porg watched in curiosity from its nest as the Jedi Master spearfished from an island cliff. Rey found the porgs to be helpful to her Jedi training after she used the Force to catch one in midair in order to retrieve the lightsaber it had snatched. Finding that the porg's flock was visibly fascinated by her power, Rey promised them all \"a turn.\" While staying on Ahch-To, the Wookiee Chewbacca roasted two porgs for supper. A few of the birds stared at him before he could take a bite, but Chewbacca scared them off. When Chewbacca landed on Ahch-To, he considered porgs as a tasty treat, but found it hard to kill the winged creatures when the pack turned their sad eyes on him.

Unable to acquire a patch of blue moss for their young twins, a couple of porgs snatched wiring of the same color from the Millennium Falcon, hindering repairs that were being performed by Chewbacca and R2-D2. Following the porgs to their nest, Chewbacca tried to barter the blue wiring for a blanket but was declined. Soon realizing the plight of the porgs, Chewbacca was convinced by R2 to brave strong winds in order to harvest the moss from the high tree. Grateful for his assistance, the parents returned the wiring to Chewbacca, marking his first amicable relationship with porgs.

Later, at least four porgs found their way aboard the Millennium Falcon and made a nest. One of them accompanied Chewbacca during the Battle of Crait. Despite having an initial antagonism with the porgs, Chewbacca grew to like them and became their friend.

Boarding the Millennium Falcon, General Leia Organa observed a number of the creatures roosting aboard the vessel, prompting her to ask Chewbacca when the ship had become a birdcage.

Among the porgs which resided on the Millennium Falcon were the Porg Stowaway, Puffy and Snappy.

Around 34 ABY, porgs were imported to the planet Batuu and sold as pets in the Creature Stall at Black Spire Outpost.

In 35 ABY, a pair of porgs watched as Rey attempted to destroy Kylo Ren's TIE whisper and her lightsaber on Ahch-To.

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The swarm has advantage on Wisdom (Perception) checks that rely on smell.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny porg. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +4, Reach 0 ft., One target. Hit : 7 (2d6) kinetic damage

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Average Height3 meters
Skin ColorGray
Hair color

Hairless

HomeworldCoruscant

Hive rats were enormous, nearly hairless, rapacious rodents who inhabited the sewers and lowest levels of Coruscant. The mutant rat species was often believed to be the result of ecosystem damage and exposure to sewage, pollution, and reactor radiation.

It could reach sizes of up to 3 meters and 300 kilograms. The bodies of the rats were often riddled with tumors and calluses.

Its powerful teeth and jaws were capable of inflicting considerable damage to water pipes and other utility lines. The hive rats' only benefit to Coruscanti residents was that they were happy to feed on duracrete worms, a pest. Otherwise, they were despised and looked on with fear. They roamed the underlevels in packs, and homeless residents and fugitives who wandered these levels frequently fell victim to packs of hive rats or other hungry creatures.

The hive rat gave birth to litters of 10 or more pups, for which it constructed nests.

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The hive rat has advantage on Wisdom (Perception) checks that rely on smell.

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The hive rat has advantage on an attack roll against a creature if at least one of the hive rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MmEzMzc2MDFkZjhl","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/074_-_Hive_Rat/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

The target is grappled (escape DC 15).

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\"She is ancient, and powerful, and dangerous. Very dangerous. But you're on to her now. She is never what she appears. Remember that.\"

- Mara Jade Skywalker

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in both the dark side of the Force and the light side of the Force because she drank from the Well of Power and bathed in the Pool of Knowledge. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.

When the Father discovered her crime, he departed the planet with his children and left Abeloth stranded. The Son and the Daughter enlisted the help of the Killik hives from Alderaan, using them as workers to create massive technological artifacts, such as Centerpoint Station and Sinkhole Station to imprison Abeloth. According to the Killik Thuruht hive, Abeloth managed to escape her prison whenever the Current of the Force was altered and the flow of time changed. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle repeated itself for thousands of years, until the death of the Ones in 21 BBY.

When Jacen Solo fell to the dark side in 40 ABY and became the Sith Lord Darth Caedus in an attempt to change the future, he unintentionally awoke Abeloth. She later managed to escape from her prison due to the destruction of Centerpoint Station during Caedus' reign. Taking advantage of the chaos the galaxy was in, she immediately sought to maximize its effect, to totally wipe out civilization. However, she was discovered and hunted down by Luke Skywalker and his son, who constantly fought her and even destroyed some of her avatars. Ultimately Abeloth took the form of Senator Rokari Kem and successfully got herself elected as Chief of State of the Galactic Alliance. However, her remaining avatar bodies were killed and she was then destroyed by Luke Skywalker and Darth Krayt in the realm of Beyond shadows. Despite her death, Luke and the Jedi were not convinced Abeloth was dead for good and thus began searching for the planet Mortis. Luke intended to locate and obtain the same dagger used to kill The Ones decades earlier during his father's own encounter with them, to ensure that if Abeloth eventually returned, the Jedi would have a way to permanently kill her.

Biography

Imprisonment

\"Once you were with me, here in the Maw. Once you were all with me. Now you are apart, but one by one, you are all awakening. And once awake, you can hear my call, and come to me.\"

- Abeloth

The woman who would become Abeloth was first known as the Servant, a mortal who appeared through unknown means on the unknown jungle planet where the Ones lived around 100,000 BBY. She served the Father and his Son and Daughter, catering to their every need. But it was not long before the Servant became part of the Ones' family, filling the role of the Mother. The Mother kept the peace between the warring siblings and doted on the Father, ensuring the family's happiness for many years. Under her guidance, the Son began to use his destructive powers for something useful—he carved out caves and passages in the walls of the valley where they lived—and the siblings restored their home to its former glory, repairing the damage and neglect caused by the conflict of their rivalry.

But as the years went by, the Mother began to age while her family remained ageless. In her old age, she could no longer control the Son and Daughter's rivalry, and she began to fear that her family would abandon her. So in order to hold onto the life she had, the Mother decided to commit the Forbidden. While the Father was distracted by his warring children, she snuck a drink from the Font of Power just as the Son had done long ago. She then completed her transgression by bathing in the Pool of Knowledge like the Daughter, but the Father discovered her. But unlike the Ones, she was mortal, and so the Font and the Pool corrupted and twisted her. They granted her power, but twisted her mind and her body, creating the dark side entity known as Abeloth.

Abeloth used her new powers to dominate her adopted children, subduing them and forcing them to bow to her before the Font of Power. But at this point the Father, horrified and disappointed in Abeloth, stepped in. He departed the planet with his children, leaving Abeloth stranded alone and fulfilling her deepest fear—her family had abandoned her. This drove her to madness, fueling her desire to be loved and adored. Knowing that Abeloth would be a danger to others, the Son and the Daughter took control of the Killik hives from Alderaan and used them as workers. By joining the hivemind, the Ones shared their immense power in the Force with the Killiks. Under the direction of the siblings, the Killiks built many technological wonders, such as Centerpoint Station, Sinkhole Station, and many others. Using Centerpoint, the Ones crafted the spherical shell of black holes around their homeworld that would later become known as the Maw, and placed the smaller Sinkhole Station within to maintain the prison. After their creations were completed, the Son and the Daughter removed their power from the hives, and retreated with the Father to Mortis. Abeloth's former family would remain there until their deaths, only emerging to defeat Abeloth whenever she escaped from her prison.

The Killik Thuruht hive referred to Abeloth as the Bringer of Chaos, whose escapes and re-imprisonments formed a cycle of chaos and destruction that occurred whenever the Current of the Force—the flow of time— was altered. Abeloth thrived on fear and destruction, fanning the flames of conflict every time she escaped and sending the galaxy into chaos and turmoil. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle would repeat itself for hundreds of thousands of years, until the death of the Ones in 21 BBY. According to the Thuruht Histories, the Gree species came to her planet during one of her escapes to sacrifice an unknown saurian species to Abeloth.

Abeloth also existed beyond shadows, a realm that seemed to be a copy of Abeloth and the Ones' homeworld and which Force-sensitives could access by separating their minds from their bodies. Sinkhole Station would come to be inhabited by Mind Walkers, Force-sensitive beings whom she influenced with her powers. Desperate for contact with anyone, Abeloth would reach out to any Force-sensitives who entered the Maw (as the prison seemed to trap her powers within) and instill in them her overwhelming desire for companionship. These individuals would be inexplicably drawn to the Maw, where they would find Sinkhole Station and ascend to beyond shadows. Abeloth fed off of the Mind Walkers' life essences, absorbing their strength. Sometime prior to 44 ABY, the former Jedi Knight Callista Ming came across Abeloth, who consumed and killed her.

In 43.5 ABY, several Jedi Knights who had spent time at Shelter in the Maw during the Yuuzhan Vong War began to feel the effects of her influence, causing them to believe that everyone except for their fellow psychotic beings had been replaced by an impostor. The insane Jedi caused a rift between the Jedi Order and the Galactic Alliance government, as the two factions disagreed on how to deal with the issue. Abeloth also sent out a call through the Force, forcing Ship, a Sith Meditation Sphere, to travel to her planet in the Maw. Ship had spent the past two years forming a Sith armada for the Lost Tribe of Sith on the planet Kesh, and the Tribe thus sent a strike team to track down Ship and kill Jedi Grand Master Luke Skywalker—whose presence they had felt in the Force after he came into contact with an Aing-Tii relic, the Codex. Meanwhile, Skywalker and his son, Jedi Knight Ben Skywalker, were attempting to retrace the steps that Jedi Knight-turned-Sith Lord Jacen Solo had taken on his five-year journey after the Yuuzhan Vong War. The Skywalkers found the Mind Walkers and learned how to go beyond shadows, where Skywalker saw Abeloth in the Mists of Forgetfulness across the Lake of Apparitions. Referred to by the Mind Walkers as the \"Lady in the mists,\" Abeloth beckoned Skywalker to try to talk to her, but he refused.

Meanwhile, Ship, who was under Abeloth's complete control, led the Sith strike team to the planet which Abeloth inhabited. Abeloth took the form of a humanoid female of indetermined species and befriended the Sith strike team, claiming to be a refugee who had been stranded on the planet for the last thirty years. However, all the while she secretly sabotaged the Sith's efforts to escape. Abeloth had complete control over all of the planet's native flora, and she used them to attack the Sith, including the team's leader, Lady Olaris Rhea, who survived with the help of her apprentice, Vestara Khai. After the attack on Rhea, Khai was able to see Abeloth in her true form, just as the Skywalkers saw her beyond shadows—a woman with an overly large mouth, tiny sunken eyes, stubby arms, and hands with long, writhing tentacles instead of fingers. The rest of the strike team, however, still saw Abeloth as a normal humanoid female.

Battling Jedi and Sith

\"Abeloth. Abeloth, I'm here.\"

\"So am I.\"

- Luke Skywalker and Abeloth

After Abeloth encountered Skywalker beyond shadows, she allowed Ship to return to the Sith and transport them to Sinkhole Station to ambush the Skywalkers. Abeloth ordered the Sith to capture them rather than kill them, but Rhea later changed the mission's objective back to kill. The ambush, however, proved to be a failure—both Jedi escaped, and Khai was the only Sith survivor. Later, the Skywalkers speculated that Abeloth was the one causing the psychosis that afflicted Force-sensitives who had spent an extended amount of time in the Maw. Abeloth, meanwhile, continued to inflict her will upon more and more Jedi, in the hopes of luring those victims back to the Maw where she could consume their life energy.[3] Around that time, Ben also suggested that the Celestials might have built the Maw and the space station Centerpoint to contain Abeloth and her power; but once Centerpoint was destroyed, Sinkhole Station had begun to fall into disrepair and Abeloth's powers had grown.

A short time later, Abeloth managed to free herself from the containment of Sinkhole Station, destroying the station and killing the Mind Walkers. The Skywalkers, meanwhile, allied with a group of Sith from the Lost Tribe and ventured into the Maw to eliminate Abeloth. After finding Sinkhole Station destroyed, they traveled to Abeloth's planet. There, the Skywalkers' Force-sensitive friend Dyon Stadd, who had fallen prey to Abeloth's influence, was planted with a homing beacon and set free by Khai to find Abeloth. Stadd found her in a cave on the side of a volcano, and Abeloth entranced him before touching him and beginning to consume his life energy. However, she suddenly sensed the approach of the Jedi and Sith allies—who were tracking Stadd—and left him for dead, fleeing deeper into the cave. When her foes found her in a courtyard at the end of the cave, Abeloth took on Ming's appearance in an attempt to make Skywalker believe that she was, in fact, his long-lost lover. Skywalker eventually saw through her charade, however, realizing that Abeloth had actually consumed and killed Ming, and attacked her.

In the ensuing battle, the Sith betrayed the Jedi and created a control web, a trick they had learned from the dark side Nightsisters, in an attempt to capture Abeloth and force her to serve them, but she broke free and repulsed all of her assailants with a massive Force wave. She fled back up the cave and consumed and killed the Sith who had been left to stand guard with a recuperating Stadd, before turning to Stadd to finish consuming his life energy. However, her enemies had recovered from her attack and pursued her back up the cave, and Skywalker suddenly arrived on the scene. She took on the appearance of Stadd while projecting an image of Ming in an attempt to trick Skywalker, but he saw through it and stabbed his lightsaber into what appeared to be Stadd's chest. She morphed back into her true form, then, and prepared to unleash a wave of dark side energy, but appeared to die halfway through. All of the beings who had been affected by her influence were instantly freed, and the Skywalkers and three Sith—Khai, Khai's father, Gavar, and High Lord Sarasu Taalon—remained behind to investigate more into Abeloth. However, they soon discovered that she had somehow switched bodies with Stadd, and was thus not dead.

On the run

\"Luke… Join with me. Save me…\"

\"I will. I will save you.\"

- Ming's presence within Abeloth and Luke Skywalker

By the time the Sith and Jedi returned to the Skywalkers' ship, the Jade Shadow, Abeloth had already broken free from the vessel. She summoned Ship to return to the world, although the three Sith claimed to the Jedi that they were the ones to have called Ship back. Ship then convinced the Sith that they could find Abeloth by using the Force nexus known as the Pool of Knowledge, and took the five allies to find it. Abeloth, meanwhile, returned to the Jade Shadow and fled the planet. After seeing a vision in the Pool of a Jedi queen whom he believed could stop the Sith invasion, Taalon jumped into the Pool and a duel broke out between the Jedi and Sith. The Jedi escaped, and, following his immersion in the Pool, Taalon began to slowly transform into the same kind of entity as Abeloth.

Abeloth, meanwhile, traveled to the pacifistic Force-sensitive Fallanassi on the moon Pydyr and took over the body of their leader, Akanah Norand Goss Pell. The Jedi, accompanied by Vestara Khai—whom they allowed to accompany them despite the fact that they knew she was working as a spy for her Tribe—tracked Abeloth to Pydyr. Khai sent out a message to the Sith fleet, and the Sith sent shuttles of reinforcements, including Taalon and Gavar Khai. They agreed to work once more with the Jedi, and Luke Skywalker led the tenuous allies to the Fallanassi village where Abeloth was hiding. After they broke through Abeloth's defenses of illusions in the White Current, she came to meet them in the form of Pell. Taalon began to interrogate her about Abeloth, and she revealed that she had come to Pydyr because she was a Fallanassi. However, when she refused to answer Luke Skywalker's question of whether that meant Abeloth had always been Fallanassi, or whether she had only recently joined, Taalon ordered Gavar to kill one of the Fallanassi. In response, Abeloth used the White Current to induce visions that drove all of the Sith—save Khai and Taalon—insane, giving up her cover. She then took Taalon into a gathering hall in the Fallanassi village to speak with him, but the Jedi and Vestara followed.

Luke Skywalker engaged Abeloth in battle once more, and he again defeated her, killing Pell's body. However, Abeloth deserted that body and returned soon after in the form of Callista Ming. She incapacitated Skywalker, while Taalon—who desired to learn from Abeloth what exactly he was becoming—captured Ben in a Force net. As Taalon and Abeloth conversed, Abeloth revealed that she knew he could not eat mortal food, and then began to feed him dark energy from her tentacles. However, Luke returned to consciousness and brought the ceiling of the hall they were in down upon them, distracting Abeloth while Vestara Khai stepped forward and killed Taalon to prevent him from becoming another being like Abeloth. In the ensuing fight, Abeloth was severely injured by the Jedi, and she fled in Ship, escaping the system. The Skywalkers, now with Khai as their ally, were reinforced by a flight of Jedi in StealthXs sent from Coruscant, who helped them fight off the remaining Sith so that they could continue to hunt her down.

Abeloth stopped first at Meliflar Station, where she forcibly imbued the girl Fala with some of her own energy to use her as bait, and forced the space station's crew to set up an ambush for the Skywalkers, so that when they arrived the Jade Shadow would be destroyed instantly. Abeloth then continued on to the planet Nam Chorios. Her planned ambush for the Jedi failed, however, as the station's inhabitants decided instead to try and capture the vessel. Meanwhile, on Nam Chorios, Abeloth recovered and gained control of the Theran Listeners by consuming and possessing their leader, Nenn. As her influence over the Theran Listeners steadily grew stronger, Jedi Knights Valin and Jysella Horn—two of the first Knights of the New Jedi Order to fall prey to her influence—were drawn by her to the world.

However, Khai and the Skywalkers eventually caught up to Abeloth in the pumping station in the city of Crystal Valley. There, Abeloth again appeared to them in the form of Callista in an yet another attempt to sway Luke Skywalker to join with her. However, in doing so she revealed that Callista's spirit was more intact than those of the other beings she had consumed, and thus had more influence over her. Luke allowed Callista's spirit to engage him with her mind and with the Force, expanding both of their Force presences as they relived her memories of the past; he felt her love for him, as well as the pain and loneliness she felt after being consumed by Abeloth. Meanwhile, a strike team of Sith led by Saber Tola Annax arrived and began battling Abeloth as well. Abeloth tried to hide her presence behind Callista, hoping to make it appear that the being confronting Luke was Callista herself—but Luke again saw through her disguise. He used the mnemotherapy technique he had learned from the Listeners to tear Callista's spirit away from Abeloth, saving her and weakening Abeloth greatly in the process. As Callista's spirit, finally freed, faded into the Force, Abeloth reverted to using the body of Nenn. However, the Listener-Master refused to be controlled by her and stabbed himself with a lightsaber, further weakening Abeloth. Horn, who had been in combat with Ben and Khai, was knocked unconscious.

Rise to power

\"Nothing can hold her… Fool to think I could use her… What is she?… By the dark, the greatest mistake I have ever made…\"

- Darish Vol, on Abeloth

While the Sith and Jedi battled each other, Abeloth attempted to flee in Ship. However, a Jedi fleet was already in orbit, battling a Sith flotilla under the command of Gavar Khai. Luke joined the Jedi in fighter combat in the pursuit of Ship, who was heavily damaged and weakened. Ship suffered multiple hits, but managed to escape with Abeloth alive. Abeloth soon afterward contacted Gavar Khai, whose fleet was regrouping after their defeat. She told him that the Jedi, their mutual enemy, were too powerful for either of them to overcome separately,[6] and they discussed an alliance. He then took Abeloth to the Tribe's homeworld, Kesh, where a meeting of the Tribe was called by Grand Lord Darish Vol. Vol decided to accept the alliance, and Abeloth was brought to the surface for a large celebration.

That evening, however, Abeloth appeared to Vol in his sleep and attempted to kill him. He allowed her into his mind, and she was too reckless in her approach, letting him in turn enter her mind. He discovered the pain of her loneliness and her need for adoration, and dueled her mentally, telling her that she was unloved. Abeloth's assassination attempt turned into an attempt to fight free from Vol's grasp, and she finally broke free. Infuriated and in agony, Abeloth unleashed waves of dark side power onto the Sith capital city of Tahv, killing thousands and leaving the city in ruins. As she fled in Ship, she used the mental hold she had begun to develop over several of the Sith to influence them to defect from the Tribe's armada and join her. Leading those forces was Gavar Khai in the ChaseMaster frigate Black Wave. They successfully escaped Kesh, and upon their rendezvous, Abeloth ordered Khai to lead the Jedi and Sith who would inevitably attempt to find her astray.

As Vestara Khai and the Skywalkers continued to hunt for Abeloth, she took the form of the Jessar Rokari Kem, a highly popular resistance leader who was due to become a Senator in the Galactic Federation of Free Alliances. When Gavar Khai and a team of nine other Sabers were killed by Abeloth's pursuers, she granted command of the Black Wave to Saber Tola Annax. However, she soon afterward stripped Annax of her powers, filled her with dark energy and left her as bait on the planet Upekzar, where she laid a trap for the Jedi. Meanwhile, in the guise of Kem, Abeloth traveled to the galactic capital Coruscant, where she found that several Sith, including High Lord Ivaar Workan, had already infiltrated the Galactic Alliance government.

Without revealing her true identity as Abeloth, she then threatened Workan—who was masquerading as Senator Kameron Suldar—to stay out of her way, and suggested that she knew his secret. Meanwhile, the Jedi Order left all operations on Coruscant under the pretense of needing to distance itself from the Galactic Alliance and act as its own authority, rather than as an official branch of the government—however, unbeknownst to Abeloth and the Sith, Luke Skywalker knew of the Sith's infiltration and was hoping to lure the Sith into making a move on Coruscant. Soon afterward, Vol arrived on Coruscant and attempted to assassinate Kem—Workan had told him that Kem was the only thing standing in the way of the Sith taking control of the government. However, Abeloth defeated Vol and subsequently called Workan, showing him Vol's decapitated head and ordering that he meet with her the next day.

Still in Kem's guise, Abeloth met with Workan and ordered that he initiate a vote to replace the current interim Chief of State, Padnel Ovin, with herself, and then help her achieve the title of \"Beloved Queen of the Stars\" and then goddess. During the Senate session, Workan called for the vote, but Ovin came forward to make a speech—unbeknownst to Abeloth and the Sith, he was stalling to give his Chief of Staff, Wynn Dorvan, time to assist in the rescue of Jedi Leia Organa Solo, whose arrest Workan had arranged. Abeloth finally grew tired of Ovin's speech and caused him to collapse; he was soon after pronounced dead. Workan then insisted that the vote be held immediately, and with the help of the Force to influence some of the Senators, Kem won with four-fifths of the Senate's vote, thus making Abeloth Chief of State. Abeloth subsequently came to see Dorvan, who had been captured by three Sith, and shed her disguise as Kem to reveal her true form to him, to his horror.

\"Death\"

Abeloth's reign eventually came to an end with the Liberation of Coruscant. Using Dorvan as her aide, she solidified her rule on the planet until the Jedi began striking at the Lost Tribe across the planet. Under Dorvan's advice, the Sith retreated into the Jedi Temple. Realizing that the Sith would be unable to maintain their hold on Coruscant, and also seeing the opportunity to recreate her family, she abducted Vestara Khai and Ben Skywalker.

To distract the Jedi, Abeloth caused cataclysmic seismic activities on Coruscant, ensuring the potential death of billions if they gave chase to her. Abeloth's Korelei-avatar brought Vestara and Ben to her planet with the intention of forcing them to drink from the Font of Power, which would transform them into - for lack of a better name - the new family of Ones who would reshape the galaxy to their liking. She also sent out Ship to attack Luke Skywalker, anticipating that he would attempt to stop her. Abeloth then mindwalked the majority of her essence into the Realm Beyond Shadows to duel with Luke Skywalker, as well as Darth Krayt, a Sith Lord that was not affiliated with the Lost Tribe of the Sith. It was a grueling duel, although they eventually succeeded when Abeloth's avatar bodies were being destroyed one-by-one across the galaxy, eventually sinking into the Lake of Apparitions afterwards. Although Abeloth was dead, the Jedi Order knew that she would end up returning sometime (after becoming strong enough to do so), with Luke knowing that such a Force entity couldn't be \"truly\" killed. According to Luke, Abeloth might not even return during his and the other Masters' lifetime, but even a hundred years or a hundred thousand years later. As a precautionary measure, the Jedi intended to locate the Mortis Monolith in order to obtain the Mortis Dagger, ensuring they would have a way to kill Abeloth for good if she were to return.

Personality and traits

\"Silly Jedi. No one can explain Abeloth.\"

- Akanah

Abeloth was a being created as a servant by the three Celestials: the Father, the Daughter, and the Son.

She was antagonized by loneliness; she felt an absolute need to be loved and adored, and was nearly overcome when Vol attacked her with the idea that she was hideous and despised. She fed her craving for adulation by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This stemmed from her original fear of losing her family, who remained ageless while she became old and decrepit. In an attempt to hold on to the life she had, Abeloth drank from the Font of Power and bathed in the Pool of Knowledge, which corrupted her mind and twisted her love for her family into a craving for companionship. When her family abandoned her on their planet—the very reason she committed her crimes in the first place— she was driven insane by loneliness and despair. She fed on fear and destruction in an attempt to gain more power, as her ultimate goal was to recreate her lost family—she tried to force Ben Skywalker and Vestara Khai to drink from the Font of Power, intending them to be the replacements for the Son and Daughter.

Abeloth had the ability to change her appearance at will, often taking on the appearance of Callista Ming, whom she had consumed. However, Abeloth's true form was that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She had a long cascade of straw-like, honey-blond hair that reached to the ground and a large, full-lipped mouth that stretched from ear-to-ear and contained needle-like teeth. Her arms were stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body was rigid and straight, and when she walked or ran, her legs rippled forward more than they swung. In addition, her body was enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.

Powers and abilities

\"I am programmed to obey a strong will. The girl is strong. You are stronger, Sword of the Jedi. But neither of you can break the hold she has on me. She is older, and more powerful than you can possibly imagine.\"

- Ship, to Jaina Solo

While Abeloth appeared as a humanoid female of indeterminate species to most, Luke Skywalker saw her true form beyond shadows and Vestara Khai was able to see her true appearance after Khai discovered Abeloth's treachery against the Sith. Abeloth could command the native flora of her planet to do her bidding and also had the ability to influence the minds of Force-sensitive beings who had spent an extended period of time in the Maw, causing in them a psychosis which made them believe that everyone—except for other such psychotic beings—had been replaced by impostors and instilling in them a desire to find her. Once the influenced being found her, she consumed their life energy, killing them and making herself stronger. The strength of her influence was formidable—even when the Jedi learned what symptoms to look for, upon the onset of the psychosis they still believed that everyone they knew was an impostor. She was also able to control the Meditation Sphere Ship which was programmed to obey the strongest will; her powers overwhelming those of the Sith's and of the Jedi's attempts to control the Sphere. Described by Tahiri Veila as a living Force volcano, Abeloth's strength in the Force was a dozen times that of Luke Skywalker, who was widely recognized as the most powerful Force user in the galaxy. However, Skywalker was able to defeat her despite this.

Abeloth wielded exceptional telekinetic powers, using the Force to blast everyone away from her during her battle with the Sith and Jedi. She was able to resist the powers of a control web, and was also able to teleport herself from one place to another, a power which she also used during her battle with the Sith and Jedi. Abeloth was able to take on the physical appearances of beings that she had consumed, including Callista Ming and Dyon Stadd, and she was also able to project images of other beings, as she did when projecting an image of Callista while she herself took on the form of Stadd in an attempt to trick Luke Skywalker. Abeloth was able to redirect Vestara Khai's Force lightning back at her. She was also more than capable of using Force lightning herself, using it in multiple fights with the Sith and Luke Skywalker. Abeloth's sheer strength was extensive—after her mental duel with Vol, she released waves of Force energy on Tahv that caused the beings in her vicinity to implode, those farther away to be ripped to pieces, the buildings to melt to the ground, and glass and weaponry to fly through the city, looking for someone to hurt so that they could feel the pain she felt. Abeloth was capable of producing a Force-flash that could affect the visuals of ships in an entire star system. She was known to feed on fear and death. She was also capable of using the Fold space ability.

Abeloth was also able to possess or switch bodies—before Skywalker could kill her, she switched bodies with Stadd and took on Stadd's appearance, tricking the Jedi and Sith for several days into believing that she was dead. Later, she took over the body of the Fallanassi Akanah Norand Goss Pell, although Pell fought back. When she was again defeated by Skywalker, she left Pell's body and returned in the form of Callista soon after, and told Skywalker that she had more bodies than he could destroy. She was also capable of absorbing the consciousness of beings in order to further enhance her power, as Callista Ming's mind dwelled within Abeloth. However, Luke was able to use mnemotherapy to rip Callista Ming's soul free from Abeloth and allow her to rest in peace, severely weakening Abeloth in the process. She was later able to use her abilities to impersonate Rokari Kem and gain prominence on Coruscant. When Vol attempted to assassinate Kem, she beheaded the Grand Lord and forced High Lord Ivaar Workan to aide her in becoming Chief of State of the Galactic Alliance. Later, she also possessed Imperial Officer Lydea Pagorski, as part of a plan to help Natasi Daala gain power in the Imperial Remnant for her own purposes. However, her dependency on avatars was ultimately her greatest weakness: killing a significant amount of avatar bodies in her possession also resulting in her strength weakening rapidly to the point of death, which Luke ultimately utilized to deliver the finishing blow on Abeloth in their duel. Also, she preferred to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies failed to last for long before deteriorating.

","public":""},"alignment":"Neutral Dark","species":"","type":"undead","environment":"","cr":26,"powerLevel":0,"xp":{"value":90000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":"Kinetic, Ion And Energy From Unenhanced Weapons"},"dr":{"value":["cold","fire","lightning"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","poisoned","exhaustion"],"custom":""},"senses":"truesight 120 ft., passive Perception 29","languages":{"value":[],"custom":"All, Telepathy 120 Ft."}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":9,"passive":19,"prof":0,"total":9},"dec":{"value":1,"ability":"cha","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"itm":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":3,"passive":29,"prof":16,"total":19},"prf":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"per":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","token":{"flags":{},"name":"Manifestation of Abeloth","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"D3hGhPs5XlZ7PwQw","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":406,"max":406},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MzAwYWE5NzE5MzI3","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

Abeloth's forceasting ability is Charisma (force save DC 23). Abeloth can innately cast

the following powers:

At will: coerce mind, sense force

3/day each: fear, force suppression, telekinesis

1/day each: telekinetic wave, force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZTY1ZGUzM2UyYTgy","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

If Abeloth fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDNiMjg0Y2U5ZGQw","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

Abeloth has advantage on saving throws against force powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MWM1Mzc4N2MzOTUx","flags":{},"name":"Enhanced Being","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

Abeloth's weapon attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MzAyNWU1NGZkZWIw","flags":{},"name":"One with the Force","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

Abeloth has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YWIxZmQ1ZjNkZGI5","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

Abeloth makes two tentacle attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZDhlZWY3ODczODNk","flags":{},"name":"Tentacles","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +17, Reach 5 ft., One target. Hit : 28 (3d12+9) kinetic damage.

If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, they die and their essence is absorbed into Abeloth.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12+9","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"YzJkOTAzYjM4MTk1","flags":{},"name":"Will","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

.

Abeloth turns her will upon one creature she can see within 120 feet. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert it's attention to automatically succeed on the save. If the target does so, it can't see Abeloth until the start of its next turn. If the target again focuses on Abeloth in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Abeloth's choice or at random:

1. Beguiling Will. The target is stunned until the start of Abeloth's next turn.

2. Hypnotic Will. The target is charmed by Abeloth until the start of Abeloth's next turn. Abeloth chooses how the charmed target uses its actions, reactions, and movement. Because this effect requires Abeloth's strong effort, she can't use her Maddening Will legendary action until the start of her next turn.

3. Insane Will. The target suffers the effect of the confusion power without making a saving throw. The effect lasts until the start of Abeloth's next turn. Abeloth doesn't need to concentrate on the power.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NDNiZGZjMDUwZTM5","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

.

The spirit attacks once with Force Saber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MDY4MDQ0YWFlNDU0","flags":{},"name":"Draining Lightning","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +17, Range 15 ft., One target. Hit : 20 (2d10+9) lightning damage plus 11 (2d10) necrotic damage

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+9","lightning"],["2d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OWE1NWYwMDUzYTY3","flags":{},"name":"Maddening Will","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

.

Abeloth uses her Will action, and must choose either the Beguiling Will or the Insane Will effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000}]} +{"_id":"D6pDuCcgSiJvJYGJ","name":"**Jedi Knight Sage","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":19,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"15 with battle precognition"},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":40,"min":0,"max":40},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The sage is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 40 force points.

The

sage knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump

2nd-level: battle meditation, force confusion, phasewalk

3rd-level: force suppression, sever force, telekinetic gust

4th-level: force immunity, freedom of movement

5th-level: improved battle meditation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Chewbacca

Chewbacca, known affectionately to his friends as Chewie, was a Wookiee warrior, smuggler, and resistance fighter who fought in the Clone Wars, the Galactic Civil War, and the conflict between the First Order and the Resistance. He hailed from the planet Kashyyyk and became a Wookiee military leader. During the Clone Wars, he was captured by Trandoshan slavers and held captive on Wasskah, but he worked with a fellow captive, Jedi Commander Ahsoka Tano, to escape. He later commanded Wookiee forces during the Battle of Kashyyyk alongside the Grand Army of the Republic, led by Jedi Master Yoda. During the battle, one of the last ones of the war, Yoda's clone troopers received Order 66 from Supreme Chancellor Palpatine and, with the help of Chewbacca and his fellow Wookiee Tarfful, Yoda escaped Kashyyyk and the destruction of the Jedi Order.

In the years that followed, during the rule of the Galactic Empire, Chewbacca was enslaved by the Empire, until he was rescued by Captain Han Solo aboard the Millennium Falcon and became his co-pilot. Together, they assisted Tobias Beckett in a coaxium run. They worked in the employ of crime lord Jabba Desilijic Tiure until Solo was forced to dump a shipment of spice to avoid trouble with the Empire, at which point a bounty was placed on their heads. Soon thereafter, Chewbacca and Solo were hired by Jedi Master Obi-Wan Kenobi to ferry him, Luke Skywalker, C-3PO, and R2-D2 to Alderaan on a mission vital to the survival of the Alliance to Restore the Republic. After finding Alderaan was destroyed, the group was brought aboard the Death Star, where they helped Princess Leia Organa escape from captivity and return to the Rebel base on Yavin 4. Though Chewbacca and Solo initially chose to leave Yavin 4 and not join the Rebellion, they ended up fighting in the Battle of Yavin and were instrumental in Skywalker's destruction of the Death Star, a major victory for the Rebellion.

Throughout the war, Chewbacca and Solo fought the Empire in a number of engagements, including an assault on Cymoon 1 and the battle on Vrogas Vas. Along with Princess Organa and C-3PO, they escaped from Echo Base on the planet Hoth after the Empire tracked the Rebel Alliance there. The group sought refuge with Lando Calrissian, an old friend of Solo's, on Cloud City, but Calrissian betrayed them and turned them over to Darth Vader, the Emperor's chief enforcer, after his city was threatened. Solo was frozen in carbonite and Calrissian helped the others escape, but they were too late to save the frozen Solo from being taken by Boba Fett to Jabba the Hutt. Chewbacca and Calrissian set off to find Solo and located him in Jabba's Palace on Tatooine, where Chewbacca and his friends saved Solo and destroyed Jabba. Shortly thereafter, they fought in the Battle of Endor, where Chewbacca helped destroy the shield generator and allowed the Alliance Fleet to destroy the DS-2 Death Star. The Emperor was killed for the first time aboard the battle station, delivering a crippling blow to the Empire.

After Endor and the rise of the New Republic, Chewbacca and Solo fought to liberate Kashyyyk from the Empire. When the war finally came to a close, Chewbacca returned home to Kashyyyk with his family. After Solo's son Ben, turned to the dark side and destroyed Skywalker's new generation of Jedi, Chewbacca reunited with his old friend and the two spent many years as smugglers once more. They lost the Millennium Falcon and ended up smuggling aboard a ship called the Eravana, but they eventually found the Falcon and, with it, stowaways named Rey, Finn, and the droid BB-8. The droid had part of a map that led to the exiled Luke Skywalker, so the group brought the map to the Resistance that opposed the First Order, which had risen from the ashes of the Galactic Empire. Chewbacca soon fought in the assault to destroy Starkiller Base, a devastating First Order superweapon, a conflict in which Solo lost his life at the hands of his son. After the base was destroyed, Chewbacca joined Rey in traveling to the planet Ahch-To on the Falcon, where they found Luke Skywalker. After Solo's death, Chewbacca often served as the sole pilot of the Falcon, including piloting the ship to aid the Resistance during the Battle of Crait.

Roughly a year after the battle of Crait, Chewbacca was one of the last of the Resistance. Having learned of the mysterious return of the Emperor, Chewbacca and the crew of the Falcon, now including Poe Dameron, traveled to the planets Pasaana and Kijimi to find a clue to how to find where the Emperor was hiding, being reunited with his friend Calrissian in the process. The quest nearly ended in Chewie's death, as Rey, having been revealed to be the Emperor's granddaughter through his son, lashed out with dark power during a fight with Kylo Ren and destroyed a First Order transport that she had thought Chewie had been loaded onto, seemingly killing him.

However, Chewie survived and was rescued by the Resistance as they continued the quest. Rey eventually found Exegol during a failed self-exile attempt to protect the galaxy from her becoming a Sith, and led the charge during the battle that ensued later on. Rey ultimately killed her malevolent grandfather with the help of the returned Ben Solo in the climax of the battle, while the Resistance, joined by the galaxy fleet, progressively overpowered the Sith fleet of essential Death Stars that the Emperor planned to unleash.

Having destroyed the Sith once and for all, the Resistance reveled in their victory, but also mourned their losses, including Leia, who had died of natural causes shortly after reaching out to her son and helping him turn back towards the light. Chewie was presumably not present on his beloved ship when Rey took it and BB-8 to bury the Skywalker lightsaber and Leia's own at the site of Luke's former home on Tatooine.

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As a bonus action, the smuggler can move up to its speed toward a hostile creature that it can see.

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If there is a hostile creature within 5ft of the YVH 1 its ranged attacks will not have disadvantage.

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The smuggler's speed isn’t a\u0000ected by carrying a grappled creature who is large or smaller.

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When the Smuggler fails a saving throw, she can choose to succeed instead.

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The smuggler can utilize its reaction to make an opportunity attack utilizing it's bowcaster against a creature that enters or leaves a 15ft radius of the smuggler.

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The smuggler makes three weapon attacks.

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 21 (3d10+5) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 15 (2d8+6) kinetic damage.

The target is grappled (escape DC 19).

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The smuggler tears apart a grappled opponent. A grappled creature must make a DC 19 Strength saving throw. On a failure, the creature takes 20 (4d8+6) kinetic damage and is stunned until the end of the smuggler's next turn. On a success, the creature takes normal unarmed strike damage.

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\"I see battle droids… and something else!\"

\"Perhaps the Geonosians have upgraded the battle droids. These may be more formidable.\"

- Jedi Siri Tachi and Adi Gallia

Manufacturer
  • Baktoid Combat Automata
  • Geonosis Industries
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine programming
Sensor colorRed
Plating color

Dull silver (can be camouflaged)

The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved the need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

Characteristics

One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. In some cases the weapons were replaced with a TriShot weapon system. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

History

Clone Wars

\"They've sent in the supers!\"

- Various clone troopers

The B2 was preceded by the lesser-used prototype beta version. Soon after the Invasion of Naboo, the Trade Federation was researching a new type of battle droid. Commandos from the Royal Naboo Security Forces seized the research facility and discovered the data about this new battle droid.

During their first deployment at the Kashyyyk Trade Rebellion in 28 BBY, the new B2 designs proved to be a match for the local Wookiee warriors.

Super battle droids saw use throughout the Clone Wars as soldiers for the Confederacy along with its smaller cousins and the dreaded droidekas. Most super battle droids wore an unpainted dull silver tone, likely to differentiate them from the tan coloration the Confederacy used for its standard battle droids, or perhaps due to varying manufacturers. On occasion, they would be painted with green markings for camouflage.

Some Super Battle Droids were used as scouts to observe the plains of Geonosis, mostly because of their brute strength and their ability to destroy modest ground targets. This pleased many of the local Geonosians affiliated with the CIS, thus sometimes using the B2s as \"spire guards.\"

The droids eventually were able to express certain emotions, though having catastrophic grammar. They possessed a more violent temperament than the B1 model, to the point they would even strike down allied units in order to quickly intercept enemy targets, as seen in the First Battle of Geonosis. As well as that, they were also considerably more durable and intelligent, capable of easily withstanding light blaster bolts.

Super battle droids were often retrofitted with adversarial specific parts. However, this method was introduced late in the war and had little effect on the outcome of the conflict. One known model change was the introduction of the grapple droid, which had heavier armor and a larger frame. This droid was programmed to be a close combat model able to receive primary lightsaber slashes and disable enemies through its electrified claws. Another specialized variant was involved in the release of the swamp gas toxin on Ohma-D'un. The D-60 assault droid, another variant, was used in the Battle of Cartao by CIS forces. two jetpack-equipped variants of the droid, the jump droid, and the rocket droid, were also developed. Other variants included super battle droids armed with various weapons, such as the Mortar Super Battle Droid, the Anti-Air Super Battle Droid, and the Repeater super battle droid. A more heavily armed and armored version was the Heavy super battle droid, and orray troopers were B2 droids armed with flamethrowers which rode orrays. These variants were produced at Geonosian troop centers.

During the third battle of Felucia, the Separatist deployed an experimental model of super battle droid. This model was the B2 Assault, which was an upgraded version of the preexisting B2-HA super droid. During the battle the CIS also deployed the B2 soldier, and this model of super battle droid was used to attack a Republic outpost staffed by Graul Company, and these units had green markings.

The B2 battle droid was designed by the Techno Union using the existing B1 design as a template. After prototypes were successfully tested, Count Dooku struck a deal with Poggle the Lesser, Archduke of Geonosis, to mass produce these droids.

Further orders were placed on worlds controlled by Baktoid and quadrillions of B2s were soon running off the assembly lines. Despite their advantages and ease of production, however, they were not manufactured as extensively as their inferior cousins, the B1s.

During the Clone Wars, B2s would become an important component of the Separatist Droid Army. They participated in most battles in that conflict including the Battle of Geonosis, Battle of Muunilinst, Battle of Coruscant, and Battle of Kashyyyk, and innumerable others throughout the galaxy. B2s were used as shooting range targets as part of the training of clone sharpshooters. A training model was used on Kamino for the training of Clone cadets.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, the B2s were deactivated.

Post-Clone Wars

A few years after Order 66, Gizor Dellso reactivated a droid factory on Mustafar. Among the reactivated production lines were a few lines that produced B2 battle droids, providing Dellso with an acceptable amount of B2's in his droid army.

After the Clone Wars, a few entrepreneurs found warehouses filled with the droids. Many were sold to gangs or major crime lords for enforcement. Others would be used by the various Separatist holdouts. Like some B1 battle droids, B2s were also used as guards inside the Death Watch bunker on Endor. Borvo the Hutt owned several super battle droids to defend his vault on Naboo.

During the Yuuzhan Vong's invasion of the galaxy, many B2 droids used by the Galactic Alliance made up a force known as the Orange Panthacs, which beat back an occupation force of Fire Breathers on Mantessa.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The super battle droid makes two weapon attacks with its strike or wrist blaster.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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Once per turn when the dreadlord rolls damage for a weapon attack using a lightweapon it can reroll the weapon’s damage dice and use either total.

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When the dreadlord fails a saving throw, he can choose to succeed instead.

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The dreadlord is a 20th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 60 force points).

The dreadlord

knows the following force powers:

At-will: affect mind, burst, force disarm, force push/pull,

lightning charge, psyhcic charge, saber reflect, saber throw,

shock

1st level: force jump, force throw, hex, phase strike, slow

descent

2nd level: darkness, dark shear, phasewalk

3rd level: choke, dark aura, force lightning, force repulse,

knight speed, sever force

4th level: shocking shield

5th level: improved force scream, improved phase strike,

improved phase walk, telekinesis

6th level: crush, force lightning, rage

7th level: force lightning cone, ruin

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The dreadlord has advantage on saving throws against a force powers.

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Unless the damage from a single attack or effect exceeds 15 points, the dreadlord takes no damage from that attack. If the dreadlord takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The Dreadlord adds 7 to his AC against one melee attack that would hit him. To do so, the dreadlord must see the attacker and be wielding a melee weapon.

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The dreadlord can use his Frightful Presence. He then makes two martial lightsaber attacks and can chose to make 1 additional martial lightsaber attack or two offhand martial lightsaber attacks.

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Each creature of the dreadlord's choice that is within 90 feet of the dreadlord and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Dreadlord's Frightful Presence for the next 24 hours.

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Melee Weapon Attack +15, Reach 5 ft., One target. Hit : 26 (4d8+8) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 26 (4d8+8) energy damage

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The dreadlord moves up to his speed without provoking opportunity attacks.

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The dreadlord casts an at-will force power.

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The dreadlord makes one martial lightsaber attack.

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase Zero Dark Trooper

The Dark Trooper Phase Zero project was implemented in the early years of the Empire to deal with a shortage of experienced troops. To return veterans of the Clone Wars to peak condition, their limbs and organs were removed and replaced with cybernetics using much of the same technology used to transform Darth Vader into a cyborg. In some cases, over 70% of a clone's body was replaced. With their years of combat experience and cybernetic enhancements, the units that did make it onto the field were undeniably effective. However, as the subjects were forcibly recruited into the project, many Phase Zero Dark Troopers could not cope with the state of being more machine than man and attempted suicide. The project was eventually shut down as the Empire grew in power and the recruitment rate of non-clones rose.

A number of Dark Troopers served on battlefronts shortly before the Battle of Yavin. They were outfitted with Blast Cannons, SE-14r light repeating blasters, thermal detonators, ARC Casters, and Commando Pistols. They also had a jump pack.

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The Phase Zero Dark Trooper has disadvantage on saving throws against effects that would deal Ion or lightning damage.

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As a bonus action, the Phase Zero Dark Trooper can move double its movement speed, ignoring difficult terrain.

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The Phase Zero Dark Trooper makes two weapon attacks with its Vibro Baton, Shotgun or Blaster Carbine.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The Phase Zero Dark Trooper sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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The Dark Trooper throws a grenade choosing a point within 40 ft. Each creature within 10 ft. must make a DC 12 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save or half as much on a successful one.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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Once per turn, the trandoshan can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trandoshan that isn't incapacitated.

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The trandoshan adds 3 to its AC against one melee attack that would hit it. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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.

The trandoshan makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelin.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage.

If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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.

For 1 minute, the trandoshan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the trandoshan. A creature can benefit from only one Leadership die at a time. This effect ends if the warlord is incapacitated.

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\"You can't take Her Royal Highness there! The Hutts are gangsters...\"

- Quarsh Panaka

DesignationSentient
Skin color

Black, blue, brown, gold, green, mottled brown, purple, tan, white (genetic defect), yellow

Eye colorBlue, gray, green, orange, turquoise, violet, yellow
Distinctions
  • 3 lungs
  • Slug-like
HomeworldNal Hutta
Language

Huttese

Hutts were a large slug-like sentient species who were native to the planet Nal Hutta. They were well known as galactic gangsters whose Grand Hutt Council controlled the Hutt Clan crime syndicate. One famous Hutt was the crime lord Jabba, who ruled a massive criminal empire from his palace on Tatooine.

Biology and appearance

Hutts were a massive slug-like species who had large mouths and stubby arms. They had three lungs. They were tough and muscular with thick leathery skin, which was wrinkled and slimy. Hutts often had watery eyes and slack facial expressions. Their tails were supported by a skeletal spine. Despite their legendary adult size, Hutts started out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries—Jabba was 604 when he was killed—and could grow to enormous sizes.

Hutts were not known for being healthy. Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

History

Pre–Clone Wars

For centuries, the Hutts dominated much of the organized criminal activities in the galaxy. They dominated the Twi'leks of Ryloth and the Nikto species for several centuries.

Clone Wars

During the Clone Wars, the Galactic Republic forged a tacit alliance with the crime lord Jabba Desilijic Tiure after the Jedi Anakin Skywalker and his Padawan Ahsoka Tano rescued his son Rotta. The Republic Senator Padmé Amidala also foiled a plot by Jabba's uncle Ziro to overthrow his nephew with the collusion of the Confederacy of Independent Systems.

Age of the Empire

The Hutts also had extensive dealings with the Galactic Empire and helped run several black-site prisons. During the Age of the Empire, the Hutts and other organized criminal groups exercised a powerful grip on the galaxy. Following the liberation of Akiva, the New Republic took steps to curtail the influence of the Hutts and other organized groups by introducing financial regulations and undertaking comprehensive patrols of the galactic shipping lanes. Still, the Hutts were able to exercise some influence over the Nikto species and their government.

Post–Galactic Civil War

\"The Hutts are in disarray.\"

- Rynscar

During the New Republic era, the Hutts lost much of their former power over the galactic underworld and were supplanted by Nikto crime cartels like Rinnrivin Di's cartel. The Hutts were disliked by both the Populists and the Centrists, the two main factions in the New Republic's Galactic Senate. Several Nikto like Rinnrivin admired Leia Organa for her role in killing Jabba and christened her \"Huttslayer.\"

Culture

Most Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.

Classical architectural Hutt style could be seen on the planet Mataou. It was characterized by terraced buildings with sloping gates, and white and red colors. Clothing was optional for Hutts, and some would use live Sha'rellian toops as hairpieces. Hutts liked to eat gorgs, slime pods and Klatooine paddy frogs, and were known to smoke hookah pipes. The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

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As a bonus action, Hutt Crime Lord can call out to a humanoid who can understand it that is charmed by it or frightened of it to direct their next action. The target must succeed on a Wisdom saving throw (DC 16). On a failed save, until the end of Hutt Crime Lord's next turn, the creature takes only the actions Hutt Crime Lord chooses, and doesn't do anything that it doesn't allow it to do. During this time Hutt Crime Lord can use its reaction to force the creature to use the creature's reaction.

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The Hutt's innate tech casting ability is intelligence (tech save DC 16). It can innately cast the following powers: At will: assess the situation 3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier 1/day: kolto cloud, tactical advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTYwMGYzODZjMDdi","flags":{},"name":"Reassemble (1/long rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","data":{"description":{"value":"

Hutt Crime Lord may use a bonus action to call its allies towards it. It chooses a number of creatures that it can see within 60 feet of it equal to its Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards Hutt Crime Lord up to their movement speed. This movement does not provoke opportunity attacks.

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Hutt Crime Lord and all allies within 10 feet of it gain a bonus to their AC equal to half its Intelligence modifier (rounded down, included in Armor Class).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZThhZWEwZjAzNDBj","flags":{},"name":"Tyrant's Ferocity","type":"feat","img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","data":{"description":{"value":"

Hutt Crime Lord has advantage on any attack against a creature that is charmed by it or frightened of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MWY0NzMzY2UxMmRh","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","data":{"description":{"value":"

When Hutt Crime Lord fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NjU2YWU0MDRmMjYz","flags":{},"name":"Call the Guards","type":"feat","img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","data":{"description":{"value":"

When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"YjBhNTc4NDhiM2E5","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Hutt makes two slam attacks or two hold-out blaster attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YmNjMmI1YzEzOTZl","flags":{},"name":"Hold-Out Blaster","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

The target must succeed on a Dexterity saving throw (DC 16) or become grappled.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

The target is knocked prone.

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.

Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

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.

Hutt Crime Lord can cast an innate tech power.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage.

Hutt Crime Lord makes one hold-out blaster attack.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

Hutt Crime Lord makes one tail attack.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 6 (2d4+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d10+1) kinetic damage

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.

The thug sprays a 10-foot-cube area within range of its shotgun. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

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\"They are called orbalisks. Creatures that feed on the power of the dark side.\"

- Darth Bane

DesignationNon-sentient
Skin color

Varying from specimen to specimen

Eye ColorGreen
DistinctionsLightsaber immune carapace

Homeworld
  • Dxun
  • Kintan

An orbalisk was a parasitic creature found on Dxun that lived in groups. They lay inactive in caves or other dark places, until they found a suitable host creature on whose skin they would attach themselves to in order to feed. Orbalisks, once attached to a host, would multiply and grow, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contained the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks were able to feed on the Force-sensitivity of darksiders. It was said that the orbalisk armor's durability was such that lightsabers had a hard time penetrating it, making a wearer basically immune to lightsaber attacks. The only weakness to this armor were the exposed joints at the neck and wrists, but these gaps were so small a lightsaber could only barely slice through. However, orbalisk armor was unable to protect the wearer from electricity, as Darth Bane discovered when he was attacked by Umbaran Shadow Assassins wielding Force pikes. However, the Orbalisks did offer some limited protection from the electrical shocks; despite being set to kill, the force pikes did not deliver a strong enough charge to subdue Bane. Orbalisks caused the wearer to feel pain, fueling the wearers dark side power and if they were removed or killed, they would release a highly potent toxin into the host's body.

History

\"They feel the power of the dark side within you.\"

- Darth Bane explains the orbalisks reaction to Zannah's touch.[src]

\"Orbalisk\" was a Nikto word, suggesting the creatures might have originated in Kintan. Orbalisks were poisonous to average beings, and caused extreme physical pain to their host. Darth Bane, however, was able to remain alive by allowing the orbalisks to feed off the dark side energy in his body. In turn, the orbalisks sent a constant massive surge of adrenaline and other enzymes into his bloodstream, increasing his already considerable physical strength and enabling him to draw on even more dark side energy. However, this cycle could cause Bane to go into a fit of mindless rage if he did not keep his anger under control. The orbalisks also released other chemicals that enabled Bane to heal almost instantly from virtually any wound, even those inflicted by a lightsaber. Because of their benefits to their host, the orbalisks in a sense shared a symbiotic rather than parasitic relationship with Bane.

Only electricity proved to be dangerous to the orbalisk and its host—if at a high enough voltage—although orbalisks attached to Darth Bane could harmlessly absorb over a million volts. When orbalisks died, they released toxins into the body of the host killing him/her within days or hours (depending on the strength of the individual).

Orbalisks could be removed from the host, but the task was both challenging and could potentially kill the host. The host had to be in very good health in order to even attempt it. The first crucial step to remove a living orbalisk was to send an electric jolt—powerful enough to stun the orbalisk but not harm its host—through its small underbelly, resulting in the orbalisk weakening the adhesive it used to bind itself onto the host. After the orbalisks were removed, they could be disposed of by electrocution. For a period of 10 years, Bane wore orbalisks that had attached themselves to him as living armor. In 990 BBY, Caleb removed many of the orbalisks covering Bane's body with such a method after many of the parasites were killed by the Sith Lord's own Force lightning in a duel against five Jedi. When the New Republic was founded nearly a millennium later, the Coruscant Livestock Exchange and Exhibition featured these creatures along with energy spiders and drochs in its arthropod exhibit.

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The orbalisk swarm can sense the presence and location of any dark side aligned creature within 300 feet.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny orbalisk. The swarm can't regain hit points or gain temporary hit points.

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The Orbalisk Swarm makes two Attach attacks while it is above half HP, and one attack while below.

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 13 (2d8+4) kinetic damage.

Aa small portion of the swarm attaches to the target. Once attached to a target, those orbalisks begin to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

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\"…But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn.\"

- Darth Traya

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Traya, Lord of Betrayal

Darth Traya, before her fall to the dark side, was a Jedi Master named Kreia. Kreia was very contemplative and philosophical. She was one of the many teachers who trained Revan, who later became an infamous Sith Lord and important figure in galactic history. Revan, along with his friend, Malak, led the crusade against the Mandalorians. Many of her other students succumbed to Revan's beliefs and joined him. Kreia was (wrongfully) blamed for Revan's actions, and was cast out of the Jedi Order. She questioned her beliefs and began searching for answers, meeting those she had affected through her teachings. Eventually, she came to Malachor V, a dead world, powerful in the dark side. She was curious, the Sith ruins drawing her in. She became overpowered with the allure of the dark side, and became Darth Traya, Lord of Betrayal, having been betrayed by the Jedi, and ready to betray in turn. She attained the title of headmistress of the Trayus Academy, able to hold any students willing to fight for the cause of the Sith: to destroy the Jedi.

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The Sith Betrayer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points.

The Betrayer knows the following force

powers:

At-will: affect mind, denounce, force push/pull, mind trick,

psychic charge, saber reflect

1st-level: breath control, force propel, hex, wound

2nd-level: battle meditation, beast trick, darkness, mind spike,

phasewalk

3rd-level: choke, force lightning, horror, plague, sever force

4th-level: dominate beast, force immunity, improved force

camouflage

5th-level: dominate mind, improved phasestrike, improved

phasewalk, telekinesis

6th-level: crush, force chain lightning, mass coerce mind

7th-level: force lightning cone, ruin

8th-level: death field, master force immunity

9th-level: force storm, master feedback

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MDY4YTBkNjNkNTY2","flags":{},"name":"Deceiver","type":"feat","img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","data":{"description":{"value":"

The sith betrayer has advantage on Charisma (deception) checks.

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The sith has advantage on saving throws against force powers and effects.

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The sith betrayer cannot be detected using force powers.

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When it casts a power that allows it to force creatures in an area to make a saving throw, the sith can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

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When the sith is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

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When the sith betrayer reduces a creature to 0 hit points, it gains 6 force points, up to its maximum.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"YzNhMzZhMGVkOTlk","flags":{},"name":"Storm of Sabers","type":"feat","img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","data":{"description":{"value":"

The sith betrayer adds 6 to its AC and Constitution saving throws to maintain concentration on force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZDQ0ODcyY2ZmNjg4","flags":{},"name":"Force Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","data":{"description":{"value":"

Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MjRjMjU0NzdlNGVj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The sith betrayer makes three saber storm attacks, or it casts a power and makes a saber storm attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"MjQ0OGQwMzBiOGZj","flags":{},"name":"Saber Storm (melee)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 40 ft., One target. Hit : 19 (3d8+6) energy damage

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.

The sith betrayer targets a creature within 60 feet that can cast a force power and attempts to disrupt their ability to use the force. The target creature must succeed on a DC 20 Constitution saving throw. On a success, nothing happens. On a failure, the target creature is unable to cast force powers, and any attempt results in the power failing. Affected creatures can repeat the saving throw at the end of subsequent turns, ending the effect on a success.

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.

The sith betrayer casts an at-will power.

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.

The sith betrayer makes a saber storm attack.

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Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

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.

The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

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The Chosen One was the central figure in the Jedi prophecy that foretold the coming of the one destined to bring balance to the Force by destroying the Sith. The prophecy also affected the realm of Mortis, as the Father believed—in the event of his death—only the Chosen One had the strength to preserve balance between the Son and the Daughter. During the final years of the Galactic Republic, Jedi Master Qui-Gon Jinn discovered the Chosen One in the form of Anakin Skywalker, a human child enslaved on the planet Tatooine. Skywalker joined the Jedi Order and, during the Clone Wars, became an exceptionally powerful Jedi Knight before falling to the dark side of the Force. Adopting the identity of Darth Vader, Dark Lord of the Sith, he participated in the systematic purge that left the Jedi all but extinct.

Vader had a son, Luke Skywalker, however. Having lost the former Anakin Skywalker to the dark side, Obi-Wan Kenobi and Grand Master Yoda spent decades hiding in exile, awaiting the time when Luke was ready to be trained as a Jedi. Kenobi, who considered his fallen apprentice lost to the dark side, came to believe that Luke would fulfill the prophecy of the Chosen One. However, Luke endeavored to redeem his father, believing that there was still good within him. Moved by his son's compassion, Vader sacrificed his life to destroy his Sith Master, Emperor Palpatine of the Galactic Empire. The deaths of the last two Sith Lords rendered their order extinct. As a result, the Force was brought back into balance. With his destiny fulfilled, Anakin's spirit was reunited in death with his former mentors, Kenobi and Yoda.

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At the start of its turn, the Chosen One can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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While wearing no armor and not wielding a shield, the Chosen One adds his Charisma modifier to AC.

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The Chosen One can reroll a 1 or 2 on a damage die for a melee attack. The Chosen One must use the new roll.

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The Chosen One has advantage on saving throws against force powers.

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If the Chosen One successfully hits a creature with a melee attack, it can choose another creature within 5ft. of the original target and within the Chosen One's reach. That creature would then take 6 points of energy damage.

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When the Chosen One uses his action to cast a power, he can use a bonus action to make a greatsaber attack.

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When the Chosen One fails a saving throw, he can choose to succeed instead.

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The Chosen One can deal an extra 12 (3d8) weapon damage when it hits with a melee attack.

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The Chosen One is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 22, +14 to hit with force attacks, 53 force points).

The

Chosen One knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: stun, stun droid, sever force

3rd level: telekinetic storm, knight speed, choke

4th level: freedom of movement, force immunity, disable

droid, dominate beast

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NGUwOWEwMzQxMmY3","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"NDFjMzhkYTFkMDhh","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Chosen One makes three greatsaber attacks.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 22 (3d10+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"YTNmMWI2ODQwOGVh","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

.

The Chosen One can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZTg5MTA1NGVkZGEx","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

.

The Chosen One can cast an at-will force power.

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.

The Chosen One makes one Greatsaber attack.

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.

The Chosen One can cast a force power by spending a number of legendary actions equal to the power level.

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\"We are the Emperor's Guard. We protect him. Kill for him. Die for him.\"

- Lassicar

Founder(s)Sith Emperor
Leader(s)

Tainor

HeadquartersImperial Citadel, Dromund Kaas
Location(s)
  • Dromund Kaas
  • Korriban
  • Yavin 4
  • Emperor's Fortress
Date founded4.980 - 3.959 BBY
Affiliation
  • Sith Empire
  • Sith Emperor's power base

The Imperial Guard, also known as the Emperor's Guard, the Sith Honour Guard and the Dark Honor Guard, was a force of elite warriors who served the Sith Emperor of the reconstituted Sith Empire as his personal protectors and enforcers. Founded sometime before 3959 BBY, the Guard was composed entirely of non-Force-sensitive individuals mentally bonded to the Emperor. As a result, each Guardsman was incredibly loyal to their master and willing to lay down their lives in the service of the Sith ruler, and even the members of the Empire's ruling Dark Council feared the Guard's prowess in combat. The warriors of the Imperial Guard were trained to use a wide variety of weapons and combat styles, making them more than a match for a single Jedi or Sith. The Guard carried out the Emperor's will on battlefields across the galaxy during the Great Galactic War, Cold War, and Galactic War with the Republic. Even with the knowledge that the Emperor sought to consume all life in the galaxy, the Guard remained loyal to their master, though they were unable to prevent the Order of Revan from invading the moon Yavin 4 and disturbing the Emperor's slumber there.

Organization and philosophy

\"Those who challenge the Imperial Guard challenge the Emperor himself.\"

- Commander Tainor

An elite group of soldiers chosen from among the ranks of the Imperial Military, the Imperial Guard was generally composed of members who lacked any degree of Force-sensitivity, though their candidates were chosen from among the Sith Empire's greatest non-Force-sensitive warriors. On rare occasions, Force-sensitives would be inducted into the organization, such as Guardsman Xarovit Tovar. Guardsmen were brought before the Sith Emperor and mentally linked to the Sith ruler. As a result, they were fanatically loyal to the Emperor and incapable of ever betraying him, becoming a vital part of his power base. The Guardsmen were perfectly willing to die for the Emperor, and carried out his every command without question. They were the protectors of the Sith Sanctum—the headquarters of the Sith Order—and the rest of the Imperial Citadel on the Empire's capital planet of Dromund Kaas, as well as the Sith Academy on the world Korriban, though they were also deployed wherever the Emperor required. The Empire's ruling Dark Council had no authority over or insight into the Guard's activities.

Equipment and training

\"I am a member of the Emperor's personal guard—as are the men under my command. The soldiers you face are specially trained to kill Jedi—and they outnumber you.\"

- Guardsman Lassicar

Members of the Imperial Guard were clad in armored robes of red and crested helmets, while they wielded a variety of different weapons as the situation required. Imperial Guardsmen would also don variations on the standard Imperial soldier's armor when harsh environments required it, though their stark white armor and red markings distinguished those Guardsmen from normal infantry. The primary weapon of a Guardsman was an electrostaff, though the Guardsmen were proficient enough with blaster rifles and other weaponry to be considered deadly opponents regardless of their weapon. The signal range 47.2 was used exclusively by members of the Imperial Guard, though their transmissions were largely encrypted.

The Emperor himself selected the locations of the Guard's academies, choosing worlds strong with the dark side of the Force so that he could exert his influence and form bonds with his future Guardsmen. Candidates underwent a merciless training regimen designed by elder Guardsmen, and their training included regularly-scheduled battles to the death among the initiates. Each Guardsman underwent an indoctrination process where they were brought before the Emperor and were made to submit to his will; a candidate named Iven resisted the process longer than any other in history, but when he finally broke, his mind also broke with him. If a candidate survived the ordeal, they emerged a incredibly-skilled killing machine bound to the Emperor's will. Guardsmen served for life; when a Guardsman reached the age where he or she was no longer suitable for active duty, they were appointed as training commandants for the next generation of Guardsmen, and the new recruits would eventually kill the teachers whose skills deteriorated in their old age. As an instructor at the Imperial Guard Academy on the moon Yavin 4, Commandant Iven had a candidate kill rate of over 80%.

The Guard also received intense training in martial arts, so that they were more than a match for both Jedi and Sith. Guardsman Lassicar personally executed six different Jedi and over two dozen Sith Lords throughout his career, as well as a highly trained team of agents from the Strategic Information Service—the Republic's covert intelligence agency. The reputation of the Guard was such that even the members of the Dark Council feared them, and throughout the Empire's history many Sith surrendered to the Guard rather than fight them when the Emperor's enforcers came to deliver their master's will. While the Guardsmen were not Force-sensitive, they could draw upon the Emperor's power to strengthen themselves if they were close enough to their master.

History

Protecting the Empire

\"What about Nyriss? What will the Emperor do to her?\"

\"She will be purged by the Imperial Guard. Along with her entire staff of followers.\"

- Scourge and Yarri

The Imperial Guard, also known as the Emperor's Guard or the Dark Honor Guard, were first created by the Sith Emperor sometime after the founding of the reconstituted Sith Empire in 4980 BBY, and by the year 3959 BBY the Guard were a common and feared sight on the Imperial capital of Dromund Kaas. Upon discovering the existence of the Empire, the Jedi Knights Revan and Malak attempted to infiltrate the Imperial Citadel and eliminate the Emperor, but the pair were unaware that the Guardsman whom they had convinced to help them was actually leading them into a trap. The Guardsman, a female Sith pureblood named Yarri, had already informed the Emperor of the forthcoming attack, and the Emperor easily defeated and corrupted the two Jedi when they confronted him, though Revan would later be redeemed by the Jedi Council.

In 3950 BBY, the Sith Lord Scourge alerted the Emperor to the existence of a conspiracy against him among the members of the Dark Council. As a result, the Emperor summoned the seven innocent members and two of the guilty Councilors to his chambers and killed them, while simultaneously dispatching the Imperial Guard to destroy the remaining three traitors and their power bases. The purge was utterly effective, as the highly trained Imperial Guard overran the defenses of the Councilors' estates and massacred everyone within—including Darth Nyriss and her two co-conspirators. Not long afterward, however, the Guard failed to stop Scourge, Revan, and Revan's allies Meetra Surik and T3-M4 from penetrating the heart of the Citadel, as the Sith Lord and the two powerful Jedi Masters caught the Guardsmen by surprise and battled their way into the Emperor's chambers. While the group's attack ultimately failed, it convinced the Emperor that he needed to take further precautions against death; he began to transfer his consciousness between host bodies, with the current host known as the Emperor's Voice.

After the spirit of the Sith Lord Naga Sadow was eliminated from Yavin 4 by the Emperor's agents around 3756 BBY, the Emperor took control of the moon, and the Guard established an academy there. The academy also served to protect the Temple of Sacrifice, a Sith structure that contained the Emperor's failsafe in case his Voice was slain. During the Great Galactic War with the Galactic Republic, the Imperial Guard continued to serve as protectors of the Imperial Citadel, and after the reclamation of Korriban from the Republic in 3681 BBY, the Guard became the Sith Academy's defenders as well. However, the Imperial Guard also oversaw the machinery and equipment in the depths of the Academy that the Emperor used to create his Children—individuals who were unknowing extensions of the Emperor's will— and the Guardsmen ensured that their master's plans were not interfered with.

Those Guardsmen who protected the Academy and the Dark Council's chambers there were known as the Dark Honor Guard, with Guardsmen such as the cyborg Naman Fal stationed there in the years after the Great War's end in 3653 BBY. Several Imperial Guardsmen also participated in the second Battle of Bothawui in 3671 BBY, where they fought alongside the Imperial Military under Grand Moff Zellos in an effort to destroy the deflector shield generator guarded by Jedi Master Belth Allusis and his small force of Republic defenders.

Waging war

\"It's extremely rare to see more than one at a time. As a unit, they've never been defeated and answer directly to the Emperor.\"

- General Aves

During the subsequent Cold War, the Guard continued to protect the Emperor and enforce his will, though as conflict began to break out again, members of the Guard were deployed across the galaxy to enact the Emperor's commands. During the galactic conflict, a number of Guardsmen were also Sith Lords; Xoc'dal, Xheoch Den, Djanistak, Chanigresh, Feldrax Kar, Toreshi Xach, Sendesh Xaq, and Doshcra Vael all wielded two lightsabers in combat and served as high-ranking commanders of Imperial forces throughout the galaxy. Several Guardsmen under the leadership of Lassicar were sent to the icy planet of Hoth around 3642 BBY in order to stop the Jedi Knight known as the Hero of Tython from recovering the plans for the Emperor's Fortress, though their initial efforts were foiled by the Knight and the soldiers of the Republic's 301st Infantry. The mission would end in failure when Lassicar and the remaining Guardsmen were killed in battle with the Knight in the ruins of the Star of Coruscant dreadnaught.

When the Knight boarded the Emperor's space station along with the rest of a Jedi strike team led by Master Tol Braga, Commander Trahg led his fellow Guardsmen and the Sithspawn known as Harrower assassins in a defense of the station. However, Trahg was killed along with many of his men by the Hero and the Jedi Knight Kira Carsen, and despite the efforts of the Guard, all of the Jedi reached the throne room—where the Emperor dominated their minds and corrupted them into his servants as he had done to Revan and Malak. The Hero broke free from the Emperor's control, however, and the Jedi was able to escape the station because the Guardsmen still believed the Knight to be a servant of the Emperor. As the Emperor orchestrated an Imperial assault on the Republic prison world of Belsavis, members of the Imperial Guard were sent on multiple missions to the planet. Commander Calum was ordered to retrieve the six Sith Lords known as the Dread Masters from their imprisonment, and Commander Vorel led an attempt to recover technology of the ancient Rakata species that had once inhabited the world.

The Imperial Guard also served in the Battle of Corellia, with Commander Tainor—the head of the Imperial Guard—directing his Guardsmen in aiding the Imperial offensive in the Axial Park district. General Hesker's forces aided Darth Decimus in the battle for Axial Park and the storming of the Enclave of Corellia's native Green Jedi, and Commander Jastal's forces battled the droid army of the Czerka Corporation in the Incorporation Islands district. Guardsmen Churnis and another Guardsmen were also assigned to Moff Alvon Zamar during his survey of Imperial resources on the Corellian battlefront, and several Guardsmen aided their Emperor's First Son and the Children of the Emperor in securing the fortress known as the Guardian Hold Four on Corellia.

Dozens of Guardsmen accompanied the Emperor to the Dark Temple on the outskirts of Dromund Kaas's Kaas City when the Hero of Tython embarked on a mission to confront the Sith ruler, and the warriors fought in vain to prevent the Jedi Knight from entering the Dark Temple. The Knight's companions engaged the Temple's defenders from multiple directions to draw them away from the Hero's path, though one of the attackers was pinned down in the access tunnels beneath the Temple until the Knight rescued them. Despite the Guard's efforts, the Emperor's Voice—his host body and the vessel for his consciousness and power in the Force—was struck down in battle, and the Emperor's essence retreated to Yavin 4. The commander of the academy there, Commandant Iven, was tasked by the Emperor and agents of the Emperor's Hand with the protection of the moon.

In the Emperor's absence

\"Invaders! Interlopers! This world is off limits! He told us from the start. Only the devoted! Only the purest! His orders, his command!\"

- A crazed Commandant Iven, after the Revanite invasion

The rogue Sith Lord Darth Malgus established his own New Imperial Guard when he declared his New Empire on Ilum shortly after the Emperor's defeat, choosing the Chagrian Chondrus Berani to lead his protectors. Some members of the New Guard wielded lightsabers in combat, unlike the true Imperial Guard, and the New Guard's armor featured darker hues and black markings to distinguish themselves from their counterparts in the Sith Empire. That insult, as well as Malgus' audacity to seize the Emperor's throne, drove the Imperial Guard to help battle the New Empire's forces on Ilum. However, the Guard gradually withdrew from Imperial affairs, and though it soon become public knowledge among the Empire's upper echelons that the Emperor sought to eradicate all life in the galaxy, the prospect of their death did not faze the Emperor's protectors.

Later in the war, the mad Force-user Revan and his fanatical Order of Revan invaded Yavin 4, as Revan sought to restore the Emperor to physical form in order to kill him permanently. The Guardsmen under Commandant Iven were nearly eradicated by the Revanite forces; the academy was left in ruins, and what little remained of Iven's sanity began to crumble in the face of his failure to prevent the Revanites from intruding on his master's sacred ground. A coalition of Imperial and Republic forces, united in their desire to prevent Revan from resurrecting the Emperor, discovered the academy and captured Iven, whose interrogation revealed the existent of a Sith artifact in the Temple of Sacrifice that could restore the Emperor's strength. By the year 3630 BBY, the Sith Empire maintained an \"Imperial Honor Guard,\" which repurposed both the name and the armor of the former Emperor's Imperial Guardsmen in the service of the Sith Empire.

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The Royal Guard Champion's innate forcecasting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

At will: enfeeble

2/day each: battle meditation, fear, battle precognition

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NTE2ZWU1YWU1YmNh","flags":{},"name":"Choreography of Belligerence","type":"feat","img":"systems/sw5e/packs/Icons/monsters/209_-_Imperial_Guard_Champion/avatar.webp","data":{"description":{"value":"

The Royal Guard Champion has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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As a bonus action, the Imperial Royal Guard Champion can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NjcxMDAwM2RlZWE4","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/209_-_Imperial_Guard_Champion/avatar.webp","data":{"description":{"value":"

The Royal Guard Champion adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard Champion must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MzcwNzU4N2UwZmQ3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

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The Imperial Guard Champion makes one doublesword attack and one secondary doublesword attack, or one blaster pistol attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MThjYWZkMDFmZTYx","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/209_-_Imperial_Guard_Champion/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"YTk5Yjk2YTViNjEx","flags":{},"name":"Doublesword","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/209_-_Imperial_Guard_Champion/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 4 (1d8) kinetic damage

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Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone jetpack troopers were a variant of clone trooper trained for aerial combat, most commonly through the use of the JT-12 jetpack. They were armed with the BlasTech DC-15 blaster rifle, DC-15A blaster carbine and DC-17 hand blaster as well as missile launchers. Clone jetpack troopers were present during the First Battle of Geonosis as well as the Defense of Cato Neimoidia and Battle of Anaxes. The 501st Legion had Jetpack troopers within its ranks, the armor of the troopers was marked in blue to designate their unit affiliation. Following the execution of Order 66, the transformation of the Republic into the Empire and the phasing out of clones in favor of stormtroopers, the jetpack troopers were replaced by Jumptroopers.

History

At least one clone jetpack trooper participated in the First Battle of Geonosis, the first action of the Clone Wars, against the Separatist Droid Army. At least one squad of jet troopers from the 501st participated in the defense of Cato Neimoidia. Later, both jetpack troopers from the 501st and the 7th Sky Corps took part in the Battle of Anaxes. During the last major CIS offensive of the Clone Wars, the Battle of Coruscant, vacuum-suited jetpack troopers boarded enemy vessels to capture their bridges.

For general information about troopers, see Trooper

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Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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The trooper makes two attacks, one with its blaster pistol and one with its wrist launcher.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 6 (1d6+3) kinetic damage.

Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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\"TARIS: We received a dreadful welcome when T3 droids at the starport made off with our baggage.\"

- Trampeta's Star Guide, circa 4086 BBY

ManufacturerDuwani Mechanical Products
ClassUtility droid
Degree4th degree droid
Height
0,96 meters
Sensor color
  • Red
  • Blue
  • Yellow

The T3-series utility droid was a Utility droid produced by Duwani Mechanical Products at some point prior to the Great Droid Revolution. They remained popular for years to come and were still the most recent of a long line of physically identical models as of 3956 BBY. Earlier models in the same series included the 3C, IT, and T1 models. Designed to function as a maintenance droid for a variety of mechanical and electronic systems, the T3 was internally more advanced than its predecessors.

Characteristics

The T3 droid was originally designed for repair and general maintenance duties and worked at its optimum level aboard starships. As with other utility droids of the era, the T3 unit had four wheeled legs, of which the front two were attached to the droid's blocky chassis by rotating joints, allowing the droid to slide backwards and forwards to adjust the unit's height. The T3's roughly toroidal head featured a large main photoreceptor and two secondary ones, a broadcast antenna and vocabulator that allowed the droid to communicate in Droidspeak. Without periodic memory wipes, these models developed personality and behavioral traits. It was even known for some units to form gangs, making a living as thieves. Others sold their computer-slicing skills to criminals.

The sophisticated mechanical and computer training software loaded into the T3 utility droid allowed it to function in the capacity of an engineer or even a copilot aboard a starship, making it a favored purchase for traders and smugglers alike. One common modification was the addition of a starfighter interface package, allowing the droid to plug directly into a specialized slot on a starfighter, granting starfighter pilots the same benefit that transport pilots have come to expect from the T3. Though this after-market modification was not endorsed by Duwani, many fighter pilots insisted that their ships and droids receive these modifications on the grounds that they increase pilot survivability. Some custom T3 droids also had weapon mounts able to fit a number of readily available blaster pistols mounted in the droid, which was considered an unusual feature for a droid designed for everyday tasks. One of the most famous droids of this series was T3-M4, a prototype of an upgraded T3 unit Duwani introduced prior to the Jedi Civil War. During the time of the Galactic Alliance, what few T3 units remained in the galaxy were seldom found outside of private collections.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The technician droid is a 2nd-level techcaster. Its techcasting ability is Intelligence (spell save DC 12, +4 to hit with tech attacks). It has 10 tech points and knows the following tech powers: At-will: electroshock, encrypted message, mending, on/off 1st level: decryption program, energy shield, holographic disguise, repair droid, tracer bolt

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Ranged Weapon Attack +2, Range 30/120 ft., One target. Hit : 2 (1d4) energy damage

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\"The kid ran into something, and it wasn't just the cold.\"

- Han Solo, referring to Luke Skywalker's wampa attack

DesignationSemi-sentient
ClassificationReptomammal
Average height2,2-3 meters
Average mass150-200 kilograms
Hair color

White

Eye Color
  • Yellow
  • Black
Distinctions
  • Razor-sharp teeth
  • Razor-sharp claws
  • Curved horns
Homeworld
Hoth
HabitatSnow plains
Diet

Carnivorous

Wampa ice creatures were carnivorous predatory reptomammals indigenous to the remote Outer Rim Territories ice planet Hoth. The bipedal beasts stood over two meters in height with shaggy white fur constantly stained with the gore of slaughtered prey. Wampas were armed with jagged yellow teeth and deadly claws. Primarily solitary hunters, wampas occasionally hunted in packs, preferring to ambush their prey from the camouflage of Hoth's snow banks and blizzards. Stunned victims were carried back to the creatures' lairs, typically large ice caves, where the wampas ate at their leisure. The planet's omnivorous tauntauns formed the bulk of the wampas' prey, although they would attack anything they encountered. The Alliance to Restore the Republic's Echo Base on Hoth came under constant wampa assaults in 3 ABY.

While rarely seen away from their remote homeworld, wampas were known to have participated in illegal gladiatorial combat venues. They were highly valued among big-game hunters for the challenge that came with hunting the creatures, as well as for their pelts, stuffed heads, and other miscellaneous souvenirs that commanded high prices on the black market. Wampas were later protected under legislation to prevent endangered species from falling into extinction by the Galactic Federation of Free Alliances.

Biology and appearance

\"You're talking about a predator two and a half meters tall, sometimes weighing two hundred kilograms or more, with razor-sharp teeth and claws. They're singularly vicious creatures.\"

- Vesto Slipher, InterGalactic Banking Clan[src]

Covered with shaggy white fur, standing at heights of up to three meters, and weighing an average of 150 kilograms, Hoth's wampa ice creatures were lethal predatory beasts. They possessed long, powerful arms, razor-sharp claws capable of carving layers out of ice, and a fanged maw. Aided by an acute sense of smell and a well-camouflaged coat of thick fur, the carnivorous wampas roamed Hoth's icy plains preying on near-helpless animals. Wampas ranged in height from 2.2 to three meters, with an average height of 2.5 meters, weighed up to and occasionally exceeding 200 kilograms, and had eerie yellow eyes. Adult wampas possessed short, jagged, curving horns, which were an indication of age. The horns began to appear at the onset of puberty and continued to grow larger as the wampa aged. Wampas' horns were similar to those of Hoth's native tauntauns, though the two species were entirely unrelated. Wampas had a single heart within their thoracic cavity.

Wampas were classified officially as reptomammals, creatures combining the best defensive characteristics of reptiles with the more adaptable physiologies of mammals—specifically, they were linked to primates. The wampa physiology was well adapted to conserving heat in the extreme cold. Beneath their protective fur was a layer of blubber for greater insulation. They were also physiologically equipped with a self-regulating metabolism. Wampas comprised 11 percent of Hoth's total indigenous animal population.

The wampa reigned at the top of the Hoth food chain as the planet's most violent alpha predator. With their strong sense of smell, coat of thick white fur, which blended in perfectly with the icy landscape of Hoth, and brute strength, wampas made excellent natural hunters. A single powerful blow from a wampa's forearm was enough to neutralize the largest prey, while the creature's bite was deadly. Very rarely were wampas themselves the victims of predators—in fact, the creatures had no natural enemies except for other wampas. Wampas typically traveled on two or four legs, preferring four except during an attack. The creatures stalked their prey until reaching close enough proximity to make a rush attack. A wampa would take a final sighting of its target by rising on its hind legs and then springing forward in a deadly pounce with claws outstretched.

In terms of the creature's diet, wampas subsisted primarily on Hoth's many varieties of omnivorous tauntauns, although they also hunted lumbering icetromper herd beasts, antlered mammals called rayboo, and other, smaller unwary creatures—as well as attacking anyone or anything else they encountered that might seem to be a source of food if particularly hungry. The powerful wampa required large amounts of food to sustain itself, and a single tauntaun was enough to nourish one wampa for a considerable period. Wampa family groups, in particular, required a substantial supply of meat, since a female wampa could birth up to three cubs at once. However, the competition among wampas for Hoth's relatively small number of prey animals formed a limit to the numbers of the creatures existing on Hoth, keeping the wampa relatively scarce.

Wampas were particularly sensitive to high-pitched noises,[3] sounds that were similar to those made by a female in search of a mate. While wampas were naturally well-insulated against the Hoth elements, as a result of their dense fur, they were made almost invisible to[19] most standard life-form sensor scans, which is how they managed to avoid detection by Republic xeno-biologists for so long.

Wampas were even said to possess, at least in one case, the capacity to retain long-term memory. During the Rebel Alliance occupation of Hoth during the Galactic Civil War, Jedi Luke Skywalker was attacked by a wampa while patrolling the planet's ice wastes, but he escaped the creature's clutches after slicing off its arm with his lightsaber. Almost a decade later, during a return visit to Hoth, Skywalker re-encountered the same wampa whose arm he severed years before. Skywalker claimed that the one-armed beast remembered both him and his lightsaber.

One male wampa, named Ku-Kak, had a rare, natural affinity for the Force. Another, the giant wampa Unkajo, towered at a height much greater than the species' average height of 2.5 meters. Still another giant wampa creature, larger than ordinary wampas, lived on Hoth during the early portion of the Galactic Civil War. This giant wampa possessed a freezing breath as a natural weapon.

Subspecies

Subspecies of wampa were found on other worlds, clearly transplanted there from Hoth, though scientists were unable to determine the exact method by which this occurred. These subspecies included the cliff wampa, a beast bioengineered by the Galactic Empire and used as a sentinel on the rocky Outer Rim Territories moon of Gall, and the swamp wampa of Dromund Kaas.

Swamp wampas were identical to the Hoth wampa in almost every way, prompting scientists to theorize that they were directly descended from them. Though the exact nature of the swamp wampa's development was unclear, it nevertheless indicated a strong adaptability of the wampa species. There also existed Tatooine Howlers, colloquially named \"desert wampas\" for their strong resemblance to wampas. Although their appearance, with heavy fur and tusks, was similar, genetic testing proved no relation between the Howler and the wampa.

Behavior and intelligence

\"We thought they were dumb brutes—all teeth and claws, and no brains—but we were wrong.\"

Burrk, a former stormtrooper turned big-game hunter

Hunting patterns and ice cave habitat

\"The lair was a foul place. I could smell the blood and entrails in the snow.\"

- Unattributed

Wampas were typically solitary hunters. They wandered the frozen wastelands of Hoth in search of food, often stalking their prey for some time before finally taking the victim by stealth and surprise due to their natural white-fur camouflage. Wampas hunted both by day and, at shorter range, during Hoth's bitterly cold night. Although the tauntaun, a wampa's primary source of food, was relatively plentiful on Hoth, the scarcity of available wildlife on the planet meant that a single wampa had to cover a territory of more than a hundred kilometers when seeking prey. However, wampas learned to adapt to this necessity. They emitted a very faint scent, preventing tauntauns from detecting a wampa's approach. Their white fur, blending perfectly with their environment, enabled wampas to attack their prey without prior detection. As such, wampas rarely engaged in extended chases. Icetrompers, however, proved something of an exception—their multiple set of eyes made sneaking up on the giant herd beasts a difficult proposition for even the stealthiest wampas.

The comfort zone for a wampa seeking prey was limited to Hoth's frozen plains and the cooler regions of the planet's subterranean caves. Often, Hoth's scaly tauntauns would gather among warmer cave areas heated by bubbling pools as a defensive measure, areas that wampas found to be uncomfortably hot. Nevertheless, if hungry enough, wampas were known to ignore their extreme discomfort by venturing deep into these cave systems at night and during Hoth's blizzards. They would utilize cunning methods to draw the scaly tauntauns out of their sanctuaries, sometimes rushing into the heated areas to scare their prey out into the cold where they might be cornered. Other times, wampas would simply stalk their prey by waiting in the colder regions between these heated tunnels until the tauntauns ran from one tunnel to another.

Wampas rarely killed their prey outright and never hunted when they were hungry. Because they preferred fresh meat, wampas instead always tried to stun their prey, keeping their victims unconscious, but alive, until ready to feed. After disabling their prey, wampas hauled the still-breathing victims back to their cave dwellings and, through different methods, secured them in the ice for later consumption. For some, wampas used their hot breath to melt the ice around a victim's legs and then coated parts of the body in saliva, placing them against the ice ceiling of their caves so they would freeze in place. The saliva also served as an anesthetic in the victims, which helped to keep prey comatose until the wampa was ready to eat. Alternatively, for larger creatures, such as the tauntaun, wampas frequently impaled them through the ankles on overhanging icicles or stalactites to keep them immobile. At times, several fresh victims were stored in this manner.

Hanging their still-living victims from the cave's ice ceiling allowed wampas to keep their food in good condition and then snack at their leisure—tales existed of victims taking some days to die as the wampa slowly devoured them. This storage method also allowed wampas to return to the ice fields to continue hunting while the hostile Hoth weather held. Wampa lairs often housed huge amounts of food, a testament to how deadly a single beast could be.

The creatures typically made their homes in one or more ice caverns, created by digging out a huge lair beneath Hoth's ice surface large enough to nest and store food in. Still, wampas rarely wasted their own energy hollowing out their own caves. Instead, they usually found a pre-existing lair or former tauntaun-dug site to occupy, sometimes ejecting the original inhabitant. Wampas would also sometimes make enlargements to these caves, especially when raising young. Nesting wampas typically shed their guard fur, which was gathered and used to line their caverns with, though opinion was divided among zoologists whether this actually amounted to intelligent behavior or merely animal instinct. The dense guard fur lining made wampa caves almost invisible to standard scans.

Wampas, solitary by nature, were nomadic in the sense that they rarely stayed in one cave for very long, unless they were with young. They regularly relocated to new lairs both out of the need to follow migrating tauntaun herds, and of the necessity to find cleaner dwellings. Wampas, males in particular, were remarkably messy animals, and their caves were constantly scattered with half-eaten corpses, decomposing entrails, and other bloody, rotting remains. Even nursing females, aside from their fur-lined nests in which cubs were born, lived in gore-filled caves. This rotting mess quickly made wampa caves uninhabitable, forcing the creatures to find new abodes.

Reproduction method and societal characteristics

\"They worked together, in coordinated attacks, probably to defend themselves from what they perceived as an invasion of their territory.\"

- Rebel Alliance historian Voren Na'al

Wampas mated during the warmer months of the Hoth yearly cycle, during which time they gathered in regions where game was plentiful, to search for companionship. While the females remained together and waited, the males would go off in search of prey. After making a kill, the male wampa would commonly smear the blood of his victim across his chest and return with the dead animal to show the females, thus demonstrating his ability to care for a mate. Sometimes the males would spar with one another for a particular female's companionship. The winners of these bouts chose their preferred mates. They were then considered the alpha males of that region until the following mating season.

In terms of their reproduction methods, wampas could be considered marsupials. Their cubs were born live, but very underdeveloped, closely resembling a miniature worm small enough to fit on a caf spoon. After mating, female wampas would birth up to three cubs per litter. These infants, after birth, would crawl to their mothers' pouches, where they nursed, grew, and developed over a period of roughly three months—after which time they left the pouch with a full set of teeth, needle-sharp claws, and an innate attitude of invincibility. Mothers would produce milk to nurse their young until the cubs were able to sustain themselves on meat alone. Wampa mothers were extremely protective of their offspring, and during the nursing period even males didn't risk the consequences of coming between a mother and her cubs. As they grew, young wampas were taught how to hunt, survive in the cold, and how to care for game from their mothers and fathers.

Wampas were extremely territorial creatures, fiercely guarding their hunting grounds against any invaders to their domain, and often engaging in bouts to the death with other wampas encroaching on their land. The scarcity of Hoth's wildlife meant that a single wampa required a large hunting ground in order to survive, which was believed to be the primary reason why the creatures lived alone or in small family-based groups. Because of the substantial amounts of food required to sustain a wampa, they often extended their territory over enormous areas. Upon reaching maturity, younger wampas set out to claim territory of their own, competing with other wampas, including members of their own family, for territorial control, which contributed to keeping the species relatively scarce.

Despite the cutthroat intra-family competition that existed among wampas for territorial control, the creatures nevertheless possessed a strong affinity for kinship. Galactic scientists discovered that wampas were very protective of their own and mourned their dead with great intensity. In the instance one was slain, the creatures would fly into destructive rages directed at the killer. If the death was natural, wampas would instead vent their rage on their surroundings, sometimes smashing cave walls or ripping apart anyone or anything within reach. Reports told of some wampas, in their bouts of hysteria, unwittingly causing avalanches and underground cave-ins, causing only more deaths. When the grieving wampas' energy finally subsided, they would bury their dead in the snow, keeping guard over it for several days to make sure nothing ate the remains. If a wampa was injured, the rest of its pack would band together to repel the threat.

Although they primarily hunted alone, some wampas occasionally hunted in packs, banding together to attack a threat to the local wampa community, such as a Human settlement. During the Cold War, for example, amidst the combined Galactic Republic–Sith Empire occupation of Hoth, many wampas of all ages gathered in different series of subterranean ice caves. Many years later, during the Galactic Civil War, the Rebel Alliance occupation of Hoth drove many wampas to convene in and inhabit a large secluded valley surrounded by rocks and ice. The valley floor was littered with the remains of creatures who ventured into the wampas' home, never to escape. Outside of mating season, however, the detection of a common threat was the only time wampas grouped together. By coordinating their hunting actions, wampas demonstrated a rudimentary level of intelligence and cunning, particularly in the capability to scout and determine their enemies' location and strength before formulating an attack. The wampas' aptitude for massively coordinated attacks made the species one of the most cunning killers in the galaxy. However, despite wampas demonstrating some intelligence and social development, most respected scientists nevertheless doubted the species' sentience.

Wampas were capable of emitting a terrifying hunting roar that could compete with Hoth's howling winds. Their howl was one of their greatest natural gifts, for it could blend in almost imperceptibly with the winds. Only the creatures themselves could tell the two sounds apart. Thus, the howl provided wampas with a highly efficient form of communication that often proved lethal to disoriented prey. In one unique instance, the Force-sensitive wampa Ku-Kak was trained to naturally understand the Chevin.

During the Republic occupation of Hoth in the Cold War, a group of Talz established a supply cache in a large cave that many wampas had overrun. However, the wampas within the cave did not show hostility toward the Talz, a species of white-furred beings from the frozen planet Alzoc III, due to the physical similarities between the two, for the wampas believed themselves and the Talz to be one and the same.

History

\"Hey! Steady, girl. Hey, what's the matter? You smell something?\"

- Luke Skywalker calms his nervous tauntaun before a wampa attack

Cold War encounters

\"How many wampa-filled ice caves are you willing to search through?\"

- Smuggler \"Guss\" Tuno

Wampas roamed Hoth's frozen surface as early as 3643 BBY, during the final years of the Cold War between the Galactic Republic and the Sith Empire. Prior conflict in the Hoth system between the two sides left the planet a graveyard of downed starship wreckage, which attracted salvaging pirates and, eventually, both the Republic and the Empire to return to reclaim their war machines, bringing with them renewed hostilities to Hoth's surface—and encounters by all with the planet's native ice creatures.

Hoth's alpha predators proved a surprisingly intelligent peril to the planet's newcomers, especially unwary travelers wandering too close to unexplored ice caves. Multiple combat patrols disappeared after seeking shelter in a cavern thought to be unoccupied. Horror stories of men swallowed whole by towering wampa ice creatures made the rounds among new arrivals to Hoth. According to reports during that era, wampas numbered among some of Hoth's most hostile wildlife to call the Clabburn Tundra home during the war. Disturbed by the occupiers' encroachment on their habitat, wampas preyed on entire squads of soldiers. Wampas also roamed among Hoth's Whiterock Wastes, Highmount Ridge, and Glacial Fissure areas.

The Hailstorm Brotherhood, a radical tribe of wilderness survivalists, were one of several pirate groups to gain purchase on Hoth. Republic forces on the planet first learned of the brotherhood from scouts who, while investigating a massive ice spire sculpture that the pirates had erected, reported encounters with half-naked warriors wearing wampa furs as they charged into combat. Master Sav, leader of the brotherhood, was once stranded and left for dead in wampa territory by Imperial forces, only to strangle one of the beasts with a tauntaun femur and skin it with one of its own claws, eventually making his way back to safety three weeks later. Sav's wampa ordeal made him a legend among his pirate brethren.

During the war Shai Tenna, a Weequay leader of the White Maw pirate organization, ran a sizable pleasure den within Hoth's Highmount Ridge, connected to which was an ice cave in which Tenna had trapped more than two dozen wampas of all ages as his \"pets.\" After the Republic's Havoc Squad, sent to Hoth on a mission to acquire one of the Empire's enigmatic Umbra encrypters, made a failed attempt to infiltrate Tenna's group, the Weequay pirate had them thrown into the cave to be fed to the wampas. However, Havoc Squad fought its way through the wampa onslaught, defeating the creatures and making it out of the cave to freedom.

While seeking refuge from Hoth's brutal elements, a Republic Talz commando unit and a group of wounded Republic soldiers fell under attack from wampas in their area. The Talz escaped from the attacking beasts, but the wampas dragged the Republic soldiers back to their den. At the behest of Kuthak, one of the Talz commandos, a Republic agent located the wampas' den, defeated the beasts inside, and rescued the wounded Republic soldiers from the wampas' clutches. To ensure no Republic soldier met the same fate again, the agent proceeded to kill the remaining wampas in the cave.

Wampas again attacked a Republic reconnaissance squad that was investigating nearby caves and the took the scout team back to their den. Concerned both for his missing men and whatever may have attacked them as a looming threat to other Republic forces on Hoth, Gavon Kroan assigned a Republic agent to help the scouts. The agent successfully rescued the Republic scout team from the wampa den.

A legendary wampa called the White Terror prowled Hoth's wastes during the Cold War, stalking whatever prey the conflict brought its way. While hunting for food, the White Terror once encountered the Jedi Kaiya Stas, who recognized that the wampa's path was taking it straight toward a colony of Ortolans. The White Terror wounded Stas in a failed attempt to stop the creature's approach. She later asked a Republic agent to destroy the wampa, warning that if the creature discovered a convenient source of food in the Ortolans, it would not stop its rampage until it wiped out the entire colony. The agent found the White Terror in the same den where wampas had previously taken the team of Republic scouts, and drew the wampa out from its lair by activating a sonic agitator. The agent then killed the White Terror, saving the Ortolan colonists.

One of the Sith's weapons on Hoth during the war centered on a Beast-Lord of the planet Onderon named Brutann, whose mastery of the dark side of the Force enabled him to control Hoth's most vicious predators, including the wampa. Brutann gathered an army of Hoth beasts aimed to destroy the Republic forces on the planet. Tasked by Jedi Master Heljus and his Padawan learner, Elsor, to stop Brutann, a Republic agent traveled to the Jagged Plains Cavern, where the agent defeated the Beast-Lord and his Force-dominated wampa, among other creatures.

Another group operating on Hoth, a collection of ex-Mandalorians called the Terror Brigade, became known among the Republic forces for their efforts to find new and wild combat thrills, which included wrestling wampas. The Terror Brigade captured Imperial Moff Yoren and offered to hand him over to the Republic on the condition that someone could survive their so-called \"Onslaught,\" a series of combat trials against progressively powerful opponents, both animal and humanoid. A Republic agent undertook the task of going up against the Onslaught within their compound, battling and defeating the Terror Brigade and the wampas they kept as part of the trial, among other combatants. In the challenge's final trial, the agent engaged in an extended battle with a large wampa named Ujooku, killing the beast and defeating the Onslaught.

In another wampa assault, the Imperial Agent \"Cipher Nine\" journeyed to a large cave system in the Hoth glacial fissure known as the Bone Pits on a mission in conjunction with the Imperial-allied Chiss to perform surveillance on the rogue Imperial Admiral Layek Davos, who was meeting secretly with a group of pirates for his own ends. Cipher Nine found the Bone Pits to be filled with nearly two dozen adult wampas clustered in the cave. Cipher Nine's spying of Davos's meeting with the pirates was interrupted when two of the beasts suddenly charged the agent's position, but Cipher Nine defeated both wampas. The agent proceeded to complete the surveillance mission and eliminate the largest wampas still remaining in the cave, before then slipping back out.

A number of Republic Talz set up a supply cache of ordnance, food, and medical equipment within the Ice Behemoth Cave, which was also overrun by many wampas both young and old. The wampas inhabiting the cave, however, displayed no aggression toward their Talz occupiers, believing the white-furred aliens to be wampas themselves as a result of the species' shared physical attributes. Upon discovering the site of the Talz supply cache, Imperial Commander Tritan tasked a group of agents with destroying their supplies in order to force the aliens into an assault, in which they could be destroyed. However, Tritan warned the agents of the danger in reaching the cache among the wampa cave and suggested that they not weigh themselves down when going against the ice creatures. The agents proceeded to kill many of the wampas en route to destroying the Talz cache.

During the Battle of Hoth in the Great Galactic War, which precipitated further conflict on the planet during the Cold War, the Empire lost an ancient Sith holocron thought to be destroyed, but which resurfaced years later in Hoth's starship graveyard, within the den of a hulking wampa. In a mission managed by Imperial Captain Kanen, an Imperial agent entered the den and recovered the holocron from the wampa after killing the creature.

An Imperial engineer named Soleks could not complete a mission to set up warning beacons around a massive Hoth sinkhole in the Clabburn Tundra because his work area turned out to be a wampa hunting ground, driving him away. Soleks instead handed the duty off to an Imperial agent, who cleared the Clabburn Tundra area of wampas and successfully installed the warning beacons. Wampas also mauled a response team sent by Imperial Captain Viatar to stop Republic sappers from destabilizing the icy foundations of an Imperial garrison on the planet.

Around 3639 BBY, several wampas were affected by a Seed of Rage, a Sith alchemical artifact planted in the northern reaches of the Glacial Fissure region, and they underwent significant physical changes. The infected wampas developed grey-black growths on their bodies, while their eyes turned red and their fur became black and gray.

Kyrisa, wampa master

\"I thought they only hunted when they were hungry?\"

\"They do what that Nightsister trains them to do.\"

- Imperial Security Bureau Captain Jeffren Brek's team discusses Kyrisa's trained wampas

Circa early 2 ABY, the Force-sensitive Dathomiri Nightsister Kyrisa took refuge on Hoth after being exiled from her homeworld of Dathomir. Kyrisa, strong in the Force power of beast mastery, soon gained command of a pack of the ice planet's native wampas through mind control. Cut off from her home and her family on Dathomir, Kyrisa depended on one of her wampas for physical and emotional warmth. Aside from beast control, Kyrisa also dabbled in genetic engineering, through which she eventually produced a gigantic wampa of unnatural size, Unkajo.

Kyrisa used her mind-controlled wampas to devastate nearby installations and to steal supplies. However, as complete control as Kyrisa had over her pack of wampas, her beast mastery quickly attracted the attention of both the Galactic Empire and Jedi sympathetic to the Rebel Alliance, who hoped to either harness her knowledge or remove Kyrisa as a threat to Hoth's local population.

Imperial Intelligence leader \"Blackhole\" had his own ideas how to employ Kyrisa's beast mastery and dispatched a team of Imperial Security Bureau agents, led by Captain Jeffren Brek, to capture her. During their search for Kyrisa on Hoth, Brek's team encountered two of the Nightsister's trained wampas, as well as the giant wampa Unkajo, who towered over its smaller brethren, prompting a skirmish between the Imperials and Kyrisa's beasts. Brek's team killed both of the two smaller wampas, before hamstringing and, as they believed, finally killing Unkajo as well, although the wampas knocked at least one of Brek's men out cold. After the skirmish, the Imperial agents collected the wampas' teeth and claws as souvenirs.

Only moments later, Kyrisa herself appeared before the Imperial agents, surrounded by another pack of obedient wampas, like an army of trained soldiers. Enraged at the loss of Unkajo, Kyrisa ordered the wampas to kill the Imperial team. However, the second battle turned out little different than the previous, with many more of the trained wampas being slain, before Kyrisa slipped away, with the surviving wampas of her group covering her escape.

Simultaneous with the Imperial mission, the Twi'lek Jedi Knight Rachi Sitra, along with another Rebel agent, embarked on her own mission to capture the dangerous Kyrisa from Hoth. At some point, Sitra ran into one of Kyrisa's trained wampas as well, although her combat skills served her well in the fight with the attacking beast. The Rebel agent party to Sitra also encountered Kyrisa herself and two of the exiled Nightsister's trained wampas. Enraged at the Rebel agent for having previously killed another of her bioengineered beasts, Kyrisa ordered the two wampas under her command to kill the agent. The two wampas, well-trained, fought to the death to defend their master, but the Rebel agent eventually won the battle and drove Kyrisa away for the time being.

Ultimately, the Dark Side Adept Namman Cha convinced Kyrisa to join him in service of Emperor Palpatine. He, too, however, had his own bout with Kyrisa's wampas while searching for her on Hoth before enlisting her as the Emperor's newest prize.

The attack on Echo Base

\"Had we remained longer on that frozen world, I have no doubt we would have had more nights filled with their horror.\"

- Voren Na'al

The Rebel Alliance established its secret headquarters on Hoth during the Galactic Civil War following the Battle of Yavin, in a series of ice caves that came to be known as Echo Base. Hoth's wampas soon enough became a serious threat to the Rebels, repeatedly attacking the base and its personnel.

During a bivouac while scouting the expanses of Hoth shortly after the final construction of Echo Base was completed, Rebel Major Kem Monnon, head of the Alliance Corps of Engineers responsible for the base's construction, and an outfit of men heard the howls of wampas in the night—one of the first encounters, albeit indirect, between the creatures and the Rebels of Echo Base.

The Alliance Survey Team Theta at some point found on Hoth the personal logs of a smuggler named Jonox Forb, who inhabited the naturally formed ice caves before their conversion into Echo Base. Although the fate of Forb's smuggling band remained unclear, the Rebel survey team reportedly recovered the logs from an abandoned wampa lair. The content of Forb's logs were not publicly revealed until the release of former Echo Base General Carlist Rieekan's personal historical records, which detailed the Rebellion's time spent on Hoth, during the later years of the New Republic.

As a measure of security, the Rebel Alliance's Standard Operating Procedure at Echo Base included scouting the barren wastes surrounding the facility. Initially, the Rebels detected only passive lifeforms, and there seemed to be very little danger on the remote ice planet. The first sign the Rebels saw that they were not alone was the discovery of a dead tauntaun just outside the base. When the dead animal was brought before 2-1B, the base's chief medical droid, he determined that the tauntaun's neck had been snapped. Knowing how strong the stubborn animals were, the base's personnel found the thought that some creature was strong enough to do such damage more than frightening. 2-1B also assisted in an Echo Base investigation that led to the discovery and capture of several wampas from a nearby cave.

Soon thereafter, Luke Skywalker and Han Solo were on a routine mission to place sensor beacons around the perimeter of the base. Solo informed Skywalker that he had encountered an animal carcass, which he believed to be a recent wampa kill, and urged Skywalker to be on guard before he headed back to Echo Base. Solo later told base personnel that he had discovered some wampa kills out in the snow. Skywalker, however, failed to report in from his scouting work, as he was attacked by a male wampa while astride his tauntaun. The wampa landed a crushing blow to Skywalker's face with a swipe of its powerful claw, knocking him unconscious and opening up a gash on the side of his face. His tauntaun was killed instantly with a crushing grip that snapped its neck. When Skywalker awoke, he found himself hanging upside down, his feet frozen to the ceiling of the creature's cave, and another wampa eating the corpse of his mount. Skywalker was able to escape the cave using the Force to pull his lightsaber into his hands, cutting himself down from the ceiling, then cutting off the creature's arm with his lightsaber just as it was about to attack him.

After Skywalker revived from his medical treatment inside a bacta tank, he confirmed the Rebels' worst fears. He described being attacked by a large creature three meters in height with deadly claws. Although he had only knowingly seen one of the beasts, where there was one, the Rebels reasoned, there was likely to be more. As a result, the base immediately stepped up its security measures.

Echo Base sent out a few patrols to locate the creature that wounded Skywalker. Although they failed to find Skywalker's one-armed attacker, they did encounter another wampa. After stalking the Rebels for some time, the wampa finally attacked the group from its cover beneath a snow mound, surprising its prey. The wampa continued to make hit-and-run attacks at the Rebels, trying to take its prey one being at a time, unwilling to allow such a significant amount of food to get away.

The evening after Skywalker's recovery, Echo Base came under attack. It started with the sound of howling, a noise not unusual to those in the base, who were accustomed to Hoth's howling winds. Still, this noise was louder and angrier. Shortly after the howling started, the base's command center received a brief comlink call from Bervin, a perimeter scout, which was abruptly cut off by a bellowing inhuman roar and a horrified, distinctly Human scream. Major Bren Derlin, head of security at Echo Base, and others in the command center rushed to Bervin's post. There, they found only the signs of a struggle, but no sign of Bervin himself. Blood was splattered against the far wall of snow, where a large cave-in had occurred. The blood trail followed the shallow trench where Bervin's body had been dragged out of the post and into the icy night of Hoth.

Before long similar calls began to come into the command center. Attacks all along the base's perimeter were reported. All described the same: a lone sentry, attacked and dragged off into the night. Efforts were made to ready the base's T-47 airspeeders, but there was no need. The creatures came to them, crashing through the carefully carved ice walls of the facility. The base was soon filled with a horde of attacking wampas. The personnel of Echo Base were ready to protect their fortress, however. They held off the beasts with concentrated artillery barrages, while the wampas outside the base were similarly repelled by the Rebels' blaster fire. The creatures inside the base were rounded up with the help of the droids C-3PO and R2-D2. At the heart of each attack was one commonality that had gone unnoticed until the droids brought it to the attention of Major Derlin. They noticed that the high-pitched beeps of the base's astromech droids drove the wampas into rages. The Rebels were able to use recordings of astromech droids to drive the creatures out of their dark, icy crevasses. They stunned the wampas into incapacitation, and stored them in heavily shielded pens in less vital sections of Echo Base. The pen doors were marked with yellow and orange warning signs, nicknamed by those in the base as \"do not disturb\" signs. The Rebels believed that the wampas had attacked the base to defend themselves from what they perceived as an invasion of their territory. Additionally, research later revealed that the astromech droids' high-pitched beeps and wails were similar to the sounds made by females in search of a mate. This further explained the wampas' rampages, with males having discovered pieces of metal machinery after thinking they had discovered a new companion.

Battle of Hoth

\"Rebel troops?\"

\"I don't think so, sir.\"

- Darth Vader and a snowtrooper lieutenant discuss Echo Base's caged wampas

The Galactic Empire discovered the Rebels' hidden Echo Base in the immediate aftermath of the wampa assault on the ice facility through the reconnaissance efforts of a remotely deployed Arakyd Viper probe droid. While performing its reconnaissance work of the ice planet prior to detecting the Rebel presence on Hoth and transmitting its accompanying sensor data back to the Empire, the probe droid discovered a large mound of snow in the Hoth wastes. Upon the droid probing the mound with a low-powered laser beam, a large wampa emerged from the snow pile, having been sleeping there. The probe droid quickly regulated the potency of its high-powered laser cannon and disintegrated the beast with a single blast.

While hunting a herd of grazing tauntauns, another wampa also encountered and attacked another Imperial Viper probe droid scouting the planet. After a short clash between blaster and claws, the wampa defeated the droid and dragged it back to its ice cavern, where it suspended the machine in the icy ceiling above the skeletal remains of former prey.

During the desperate haste to escape Echo Base in the face of the Imperial invasion during the Battle of Hoth, C-3PO came upon one of the pen doors while trying to catch up with Solo, Princess Leia Organa, and the Wookiee Chewbacca on their way to the Millennium Falcon. Knowing an advance group of snowtroopers was directly behind him, Threepio tore off the door's warning label and proceeded to disappear around another bend in the corridor. The pursuing troopers reached the door. Their leader punched the controls to slide it open, knowing it would take more than locks to stop an Imperial advance. The group marched into the pen with military efficiency, only to be slaughtered by the caged wampas. Once Darth Vader reached the room, all he saw were piles of blood-stained snow, a cave-in exposing the pen to Hoth's daytime sun, and some of his most seasoned, well-trained troops dead on the ground.

In the chaos during the battle, the primary entrance point the wampas used to infiltrate and attack Echo Base, a small room off one of the main corridors that had been sealed, was uncovered. The entrance point opened to a small tunnel that led to the large valley where many of the wampas lived and, consequently, where the attacking wampas had originated. As the battle raged, a visitor to Echo Base followed this tunnel into the large snowy valley, where, in a nearby camp, he found one Professor Blainekie, a Rebel researcher investigating the wampas in the vicinity. Blainekie required assistance with defeating the valley's wampas, including the giant wampa Unkajo. The Echo Base visitor complied and successfully brought down the towering creature.

While attempting to escape from Hoth late during the battle, mercenary Dash Rendar encountered several of the Rebels' caged wampas throughout the bowels of Echo Base. After witnessing the havoc wreaked upon the base by the wampas, the Empire in turn bioengineered the cliff wampa to guard Imperial interests on the Gall moon.

Hunting wampas for sport

\"There's a huge black-market price on wampa pelts, you know.\"

- Burrk

A certain subclass of big-game hunters existed who specialized in the \"sporting\" hunt of large predators like the wampa. They often traveled to the remote Hoth system to hunt wampas. Poachers and hunters had been tracking wampas for decades prior to the onset of the Clone Wars, though their mortality rate often exceeded the creatures themselves. Wampa pelts or stuffed heads were prized trophies among hunters, and a black-market fur-trading operation that involved wampas existed in the Outer Rim at some point before 33 BBY. Wampa \"souvenirs\" and even clothing made of wampa fur had been known to command high prices at galactic trading posts by the early years of the Galactic Civil War. Wampa meat was also served in some corners of the galaxy—as of 31 BBY, a serving kitchen within the space station Darkside on an asteroid in the Cularin system asteroid belt had twenty kilograms of ground lean wampa meat stored in a freezer. By 1 ABY, the sporting hunt of wampas was illegal, though hunters were still able to sell their wares on the black market for high gain. Wampas were later included in Galactic Federation of Free Alliances legislation to protect endangered species from extinction.

In one well-known case, the wampas' ability to organize coordinated attacks was well demonstrated. A group of failed stormtrooper cadets established a business as guides leading these big-game hunters in pursuit of Hoth's wampas. Initially, they met with great success due to their advanced weaponry. However, by the fourth expedition the wampas had learned their enemy's secrets. The hunters landed and set out in search of their quarry. Meanwhile, the wampas found and destroyed the expedition's starship. Over the course of the next several nights, the wampas circled the camp, howling madly. The frightened hunters wasted their ammunition shooting at shadows until the wampas attacked. The beasts dragged away just one hunter with each assault. Finally, the last two survivors killed one another rather than allowing themselves to fall prey to the wampas. This was one tale typically told by big-game hunters; some circles doubted the validity of the tale, pointing to the loophole that if there were no survivors, no one could have lived to report what had happened.

Skywalker later re-encountered the wampa he wounded with his lightsaber nine years later during a subsequent journey to Hoth with the Jedi Knight Callista Ming. There, they discovered a group of stranded wampa poachers, including a former stormtrooper named Burrk, and two Cathar brothers. The three had set up a business taking hunters to Hoth to hunt what they termed \"the biggest game in the galaxy.\" The group found success after two hunting rounds, collecting the pelts of several creatures and killing numerous others. But on their third trek into the Hoth wilderness, the poachers met with disaster. They returned to their starship to find their pilot slaughtered. Trying to investigate the cause of death, the group was attacked by a group of wampas, killing a guide and three clients. The surviving five members found shelter in the abandoned Echo Base.

When Skywalker and Ming arrived on the planet just days later, the two Jedi and five survivors were once again attacked by an army of wampas who had grouped together under the leadership of the dismembered beast, who recognized Skywalker's and Ming's lightsabers as a threat. As a coordinated group, the wampas displayed enough intelligence to ruin the flight controls of the Jedi's ship, as they had with the poachers, to prevent escape. After the wampa horde chased the group back into the confines of Echo Base, the beasts created a diversion by banging on the base's closed shield doors until they could break through the icy walls of the facility. Skywalker and Ming were able to reach their damaged ship with the stopping power of their lightsabers—Skywalker killing the one-armed beast for good in the process—and escape the planet after rigging their vessel to restart through an alternative power source, but not before the remaining poachers were killed. Skywalker later remarked that he believed the one-armed wampa recognized him personally and that they consequently possessed long-term memories.

Other encounters

By 27 BBY, a Shi'ido Changeling impersonating the former Twi'lek Jedi Knight-turned-pirate Reess Kairn had set up a lumni-spice mining operation on Hoth using the planet's wampas as food-collecting servants. He fitted several of the creatures with a type of bio-stimulant brain implant, making them more docile and able to understand and respond to the Shi'ido's verbal commands. They were instructed to retrieve tauntauns and bring them back to his subterranean cave, where they were taught to skin them in preparation for his consumption. Hoping to collect a posted price on Kairn's head, the bounty hunter Aurra Sing infiltrated the cave draped in the skinned hide of a dead wampa. She was able to neutralize the Kairn impersonator while simultaneously killing many of his wampas in a manufactured cave-in. The rocky collapse awakened a large dragon slug, which also crushed one of the wampas in its massive jaws.

The Balti smuggler Bingo Mehndra possessed a captured pet wampa in a secret Hoth base of his. When the Hutt crime lord Jabba Desilijic Tiure sent his musical retainers, the Max Rebo Band, on a covert assassination mission to Hoth to kill Mehndra, the smuggler threatened to feed the musicians to his wampa if he suspected a trick. The participants of Jabba the Hutt's demolition games later encountered a single wampa while competing on Hoth shortly before 4 ABY.

On a mission to Hoth in 14 ABY, Jedi Master Kyle Katarn and his apprentice, Jedi student Jaden Korr, encountered several rogue wampas around the perimeter and inhabiting the ruins of Echo Base. Korr found one wampa in particular attacking a tauntaun within the base.

Wampas in the galaxy

\"Stoopa! You said wampa protect me from intruders! Not kill me!\"

\"I…thought we could control it, Lord!\"

- A Hutt and a Twi'lek, realizing the futility of trying to hold a captive wampa

Knowledge of the wampa throughout the galaxy was limited. Of those aware of the creatures' existence, understanding typically came by way of overhearing big-game hunters speak of what they considered legendary quarry on account of the wampas' violence and formidable claws and teeth. Indeed, hyperbole and rumors of the wampa's fearsomeness abounded. The planet Hoth was synonymous with the wampa—in the rare instances the planet was mentioned in conversation, it was common to hear the wampa mentioned in the same breath.

Many believed that wampas possessed at least rudimentary intelligence. Through extensive research into the records of other creatures appearing similar to the wampa, evidence had been found suggesting mass coordinated attacks made by the creatures. In some cases, these attacks laid waste to entire outposts of colonists on other worlds. This was later substantiated by the Rebels of Echo Base.

Wampas were one of several \"trophy\" animals smuggled onto the planet Coruscant for the pleasure of its citizenry. As with their smuggled counterparts, these wampas were quickly discovered to be too dangerous to handle and were either released into the environment or escaped on their own, labeled from that point as \"fugitive animals.\" These renegade wampas instinctively migrated to Coruscant's cooler polar regions to eke out an existence. Wampas also existed on the Outer Rim ice world Rhen Var.

As of 41 BBY, the Galactic Republic prohibited the transportation of wampas throughout the galaxy. The Jedi Master Tholme and his Padawan, Quinlan Vos, were assigned to track a felonious dealer of interdicted beasts to the planet Ryloth, where they suspected their target was connected to the Twi'lek Clan Secura. Unbeknownst to the Jedi, the Hutt crime lord presiding over the slave trade on Ryloth held a captive wampa—one of the interdicted beasts—in the name of personal security, sold to it by Pol Secura. The wampa managed to break free of its restraints during the Jedi's visit, killing the Hutt and several others nearby. The young slave girl Aayla Secura was able to reach out telepathically through the Force to call to Vos for help during the confusion. He soon arrived at her side but found himself overmatched by the large beast after first naively trying to reason with it. On the brink of death within the wampa's grasp, Vos, with the assistance of the young Secura, called his lightsaber to his hand via the Force and put an end to the wampa's rampage. With Secura's sensitivity to the Force realized, she was taken to Coruscant to be trained as a Jedi.

Around 32 BBY, the crime lord Gargonn the Hutt ran an enterprise shipping exotic beasts around the galaxy, operating the Circus Horrificus, a gruesome traveling show of alien monstrosities, out of the bowels of the moon Nar Shaddaa. Wampas listed among the many beasts included in Gargonn's animal smuggling ring.

Cog Hive Seven

\"You weren't supposed to survive your match with the wampa.\"

- Sadiki Blirr, to Darth Maul

The space penitentiary known as Cog Hive Seven ran an extremely lucrative yet illicit gambling operation a decade and a half before the beginning of the Clone Wars. By forcibly pitting its inmates against each other in gladiatorial combat and betting on the matches using an elaborate algorithm to predetermine the winner of each bout, the prison made a fortune at the expense of the galactic gambling community. Cog Hive Seven eventually obtained a wampa from a couple of freelance bounty hunters, who delivered the creature to the prison from an abandoned spaceport in the Anoat system. Believing the wampa to have previously fought in illegal gladiatorial contests, the prison's administration planned to match the beast against its own inmates. The wampa was yet infected with a disease that greatly affected its physiology.

In 33 BBY, Darth Maul, apprentice of the Dark Lord Darth Sidious, infiltrated Cog Hive Seven on a mission for his Master by masquerading as an inmate, though he was forbidden to call upon the power of the Force or reveal his true identity as a Sith Lord. Cog Hive Seven's algorithm soon matched Maul against the prison's wampa, a fight that Maul was calculated to lose, with the majority of offworld gambling combines betting that the odds were in the beast's favor. The wampa stood nearly three meters in height, with a battered physical appearance indicative of previous combat, including a filthy, blood-stained pelt that had been ripped away in spots along its chest and abdomen, and a cranial horn that had been partially snapped off. The fight began with the wampa slashing Maul twice with its claws. Maul retaliated but quickly came to the realization that there was indeed something profoundly wrong with the creature after driving his elbow into the wampa's skull with a force that should have broken its neck, to no effect. The disease that infected the wampa enabled it to continue fighting even after Maul shattered its skull with a subsequent head-butt, but Maul put an end to the match by driving his arms through the soft tissue of the wampa's torso and crushing its heart between his hands.

Clone Wars

Wampas were occasionally found participating in illegal gladiatorial games on a number of Outer Rim worlds. Early during the Clone Wars, Dark Jedi Asajj Ventress faced a wampa, among other opponents, in the Cauldron, an infamous gladiatorial arena on the rocky planet of Rattatak. She hoped to persuade Count Dooku to accept her as his Sith apprentice by displaying her combat abilities. In similar fashion, the Jedi Master Luminara Unduli faced off against a wampa in gladiatorial style combat while in the Arena of Doom, a gladiator stadium owned by Mondo-Mod the Hutt, who had his wampa contestant shipped in directly from Hoth. Without using her lightsaber or Force abilities, Unduli defeated the beast by jumping, grabbing its horns, and flipping it. She attributed her victory to simple physics. For her victory over the wampa and subsequent opponents, Mondo-Mod revealed to her the location of a Separatist Droid Army factory on the planet Diorda.

The Rodian Onaconda Farr, senator of the Doldur sector, possessed a wampa-skin rug during the Clone Wars. Farr kept the rug, comprising a stuffed head but bereft of appendages, within his retreat on the planet Rodia. Warm wampa-skin rugs of high quality immediately showed visitors to one's home that one was an individual of refined taste and class.

On a tactical screen within a Republic ground base command center commanded by Anakin Skywalker at some point early during the Clone Wars, Aurebesh lettering described a sort of wampa attack taking place. Also present within the base's command center was a chest with the Aurebesh lettering \"HOT-.\" A Low Altitude Assault Transport/infantry with a picture of a snarling Wampa on the front saw service with Republic forces during this period, and it was given the nickname Wampa Runner.

A sizable community of wampas lived on Asuin, a planet deep within Hutt Space besieged by fierce ice storms, during the Clone Wars. Jedi Generals Obi-Wan Kenobi and Anakin Skywalker landed on Asuin during the war while pursuing valuable stolen data containing the location of the Confederacy of Independent Systems' hypermatter generators. Upon touching down on Asuin's surface in dropped speeders, Kenobi and Skywalker quickly fell under attack by a large group upwards of ten wampas. The Jedi escaped the beasts by leaping to the far side of a nearby ravine, leaving the wampas to push Skywalker's speeder into the deep chasm separating the two parties. Kenobi, specifically, recognized the creatures and referred to the wampas by species name.

A particularly abrasive slicer used the handle \"wampa1\" as his user identification while posting comments on a HoloNet message thread during the height of the Clone Wars.

At some point during the Clone Wars, the Chevin slaver Phylus Mon kept a single male wampa named Ku-Kak as a personal bodyguard in addition to several other retainers. Mon discovered the wampa on a distant ice-covered world and selected the beast into his employ due to its unique ability to wield the Force. Ku-Kak's training under Mon included understanding and being able to respond to his master's commands in the Chevin language and also to identify and attack Jedi, for whom Mon held a strong dislike. The wampa identified Jedi by the fact that they carried lightsabers, and because he differentiated them from Mischa Vorfren, a male Anzati soldier also in Mon's employ who carried a lightsaber that Ku-Kak had collected as a trophy and given to him, and whom Ku-Kak considered an ally. To combat Jedi, Mon provided Ku-Kak with a Sith sword that he had picked up during his travels; the wampa proved very adept at wielding the sword, which augmented his powers in the dark side of the Force. Additionally, Ku-Kak, like the other slaves under Mon's command, was outfitted with an explosive device in his heart programmed to detonate in the instance that Mon died and the Chevin's own heart stopped beating. Although this provided Mon's lieutenants with the motivation to fight for him, the wampa lacked full awareness of what had been implanted inside him.

Mon traveled with an entourage of enslaved creatures wherever he went—his so-called \"zoo\"—to which the wampa belonged. The wampa accompanied Mon during his attack of the Sith fortress on the planet Almas in the Cularin system, where the Chevin stole the darkstaff, a powerful Sith artifact, and during which multiple Jedi were killed. A team of Cularin heroes attempting to end the threat that Mon posed encountered Ku-Kak after infiltrating the throne room of Mon's starship, the Animiasma, within the Cularin system asteroid belt.

During the Clone Wars, some clone troopers were known to dress up in special wampa suits for special occasions. For Halloween, some were known to have dressed in a purple fur wampa suit and for Life Day there was a simple white suit.

Galactic Civil War and beyond

\"That wampa on the wall was my kill!\"

- Bossk

By 2 BBY, among other lethal creatures, including an acklay and a krayt dragon, the Imperial Captain Ozzik Sturn displayed the head of a wampa in a trophy room he maintained in his personal quarters on the planet Kashyyyk. Sturn, a big-game hunter, collected the heads of his prey during hunts.

Six months after the Battle of Yavin, the Shi'ido Senior Anthropologist Mammon Hoole shape-shifted into a wampa while he and his nephews, Zak Arranda and Tash Arranda, were attacked by a horde of zombies in the Crypt of the Ancients on the planet Necropolis. Hoole was able to manhandle the zombies in his transformed physicality. In 1 ABY, Darth Vader and a stormtrooper detail arrived at the Jedi Enclave on the planet Dantooine, where Vader discovered a clone of himself. While the two engaged in a Force duel, a similar clone of Hoole in the transformed shape of a wampa neutralized one of the stormtroopers.

Circa early 3 ABY, Crazy Larry's Galactic Getaways, a travel agency, featured a still image of a wampa in its advertisement for a vacation to Hoth. The advertisement warned potential customers that interaction with the planet's native wildlife occurred at their own risk, citing the wampas' history of attacking landing starships and other vehicles.

While in pursuit of the bounty hunter Boba Fett late in 3 ABY, Dash Rendar encountered the Imperial-bioengineered cliff wampa in Smuggler's Canyon near the Cadavine Sector Fleet Imperial Enclave on the moon of Gall. Mara Jade encountered the swamp wampas of Dromund Kaas on a mission to that planet in 10 ABY.

Wampas also held an element of cultural significance for many. The forces of the space pirate Gir Kybo Ren-Cha flew stolen TIE Fighters emblazoned with their trademark red wampa skull signet in the years prior to the Battle of Yavin. By 1 BBY, Holgurn, a Gamorrean messenger in the employ of Jabba the Hutt, was familiar enough with the creatures to compare the inexperienced Rodian bounty hunter Greedo to the inconspicuousness of a wampa, while an Imperial TIE/LN starfighter pilot went by the nickname \"Wampa\" during the Galactic Civil War for icy precision in battle. Also during the Galactic Civil War, wampa stuffed animals offered denizens the soft and cuddly aspects of the creature without the danger of being mauled and eaten.

In later years, Rogue Squadron Colonel Gavin Darklighter designated an enemy starship as \"Wampa\" during the Battle of Sernpidal in 26 ABY amidst the Yuuzhan Vong War. A Jedi Initiate training clan of the New Jedi Order—the Wampa Clan—was named after the Hoth creatures. The martial arts form Teräs Käsi consisted of two combat techniques named after the wampa—the Charging Wampa and the Slashing Wampa. The city of Pons Ora on the planet Abafar hosted a business known as Adopt-a-Wampa, though exactly how one could adopt one of these highly dangerous creatures, or why they would want to, was unclear.

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If the wampa takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OTZlYTdlZmNhYTIy","flags":{},"name":"Keen Smell","type":"feat","img":"systems/sw5e/packs/Icons/monsters/120_-_Snow_Wampa/avatar.webp","data":{"description":{"value":"

The wampa has advantage on Wisdom (Perception) checks that rely on smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YzQwMjAwZWVlOWE0","flags":{},"name":"Snow Camouflage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/120_-_Snow_Wampa/avatar.webp","data":{"description":{"value":"

The wampa has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MmYxOTc1ZWVhYWI3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The wampa makes two attacks, one with its claw and one with its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2Q5ZWQyNTRlM2Vm","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/120_-_Snow_Wampa/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MzljZWFiYzU4Zjdm","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/120_-_Snow_Wampa/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage.

The target is grappled (escape DC 14) Until this grapple ends, the target is restrained, and the Snow Wampa can't bite another target.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"ESzepXJ7RncZYRGx","name":"Gonk Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"steel plating"},"hp":{"value":5,"min":0,"max":5,"temp":0,"tempmax":0,"formula":"1d6+2"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","speed":{"value":"15 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":5,"min":0,"max":5},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new)
  • 60 credits (used)
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":0,"powerLevel":0,"xp":{"value":10},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":["lightning"],"custom":"Ion"},"ci":{"value":["poisoned"],"custom":"Disease"},"senses":"passive Perception 8","languages":{"value":[],"custom":"Binary, Galactic Basic, Gonkian"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"ani":{"value":0.5,"ability":"wis","bonus":0,"mod":-2,"passive":9,"prof":1,"total":-1},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":-2,"passive":9,"prof":1,"total":-1},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"inv":{"value":0.5,"ability":"int","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0.5,"ability":"wis","bonus":0,"mod":-2,"passive":9,"prof":1,"total":-1},"nat":{"value":0.5,"ability":"int","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":-2,"passive":9,"prof":1,"total":-1},"prf":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"slt":{"value":0.5,"ability":"dex","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"ste":{"value":0.5,"ability":"dex","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"sur":{"value":0.5,"ability":"wis","bonus":0,"mod":-2,"passive":9,"prof":1,"total":-1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/171_-_Gonk_Droid/avatar.webp","token":{"flags":{},"name":"Gonk Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/171_-_Gonk_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ESzepXJ7RncZYRGx","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":5,"max":5},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTRkYjhjNmMxYzI5","flags":{},"name":"Explosive Destruction","type":"feat","img":"systems/sw5e/packs/Icons/monsters/171_-_Gonk_Droid/avatar.webp","data":{"description":{"value":"

When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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While the Mistryl is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.

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.

The Mistryl makes three unarmed strikes or three dart attacks.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

If the target is a creature, the Mistryl can choose one of the following additional effects. The target must Succeed on a DC 13: -Strength saving throw or drop one item it is holding (Mistryl's choice). -Dexterity saving throw or be knocked prone. -Constitution saving throw or be stunned until the Mistryl's next turn.

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\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

  • Bolgoink clan (Gamorr)
  • Bk'trugh clan
  • Gakfedd clan (Pzob)
  • Glonnk clan (Gamorr)
  • Groogrun clan (Gamorr)
  • Jugsmuk clan (Gamorr)
  • Klagg clan (Pzob)
  • Norgk clan (Gamorr)
  • Rogak clan (Gamorr)

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

  • Arg'garok vibro-axe (mid-range)
  • Blaster carbine (long range)
  • Cleaver (short range)
  • Dueling knife (long range)
  • Power gauntlets (special)
  • Thogk club (short range)

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the guards scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 12 (1d12+6) kinetic damage

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Massiffs were reptilian creatures found on Geonosis and Tatooine. The species' original world was unknown; however, the Geonosis and Tatooine populations were by far the most numerous. Canine in appearance with an armored hide, the beasts could be domesticated and used for sentry and guard tasks. On Geonosis, possession of a massiff was a sign of authority and aristocracy. The Geonosians and massiffs had a somewhat symbiotic relationship; in exchange for shelter, the creatures would rid the hives of pests. It was easy to tell the age of a massiff, for they grew a new pair of antlers every standard year.

DesignationNon-sentient
Average height0,76 meters
Homeworld
  • Geonosis
  • Tatooine

Biology and appearance

Massiffs had coarse skin, large jaws, toothy mouths, big dark eyes and a line of hard spikes along their backs.

History

In addition to being introduced to Malastare, the massiff was domesticated by the Tusken Raiders of Tatooine. Researchers believe that an interstellar freighter carrying the animals crashed in one of the planet's sandstorms around 222 BBY. The resulting slaughter by the Sand People left only one survivor, while a small portion of the massiffs were kept by the attackers. Their senses being attuned to the clear conditions of Geonosis, massiffs were useless as sentries in Tatooine's constantly blowing sand. Instead, they found their niche as camp defenders, attacking any intruders on sight. The presence of massiffs was a contentious one among the Tusken clans, as many felt that they were a departure from tradition. Because of this, warring clans would often try to slay each other's pets as gestures of insult.

The proximity of Geonosis and Tatooine undoubtedly led to the migration of the creature from one world to another, most likely the result of careless traders introducing the animal into a new ecosphere. On Geonosis, massiffs were emblems of the Geonosian aristocracy, and domesticated massiffs were used to rid the hives of vermin. On occasion, massiffs were used in arena fighting. On Tatooine, they were similarly domesticated as camp guard animals.

During the Clone Wars, at least one massif was used by the Grand Army of the Republic for military purposes, being handled by an ARF trooper accordingly nicknamed \"Hound.\" He was used to track Jedi Ahsoka Tano on Coruscant.

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The massiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Any creature that grapples the massif takes 3 (1d6) kinetic damage at the end of its turn.

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\"My blurrg may be ill-tempered, but she's much faster than your riding machines.\" 

- Tae Boon, to \"Stak\"

DesignationNon-sentient
Classification

Reptile

Skin color
  • Mottled brown
  • Blue
  • Green
Eye colorBlack
Homeworld
  • Arvala-7
  • Endor
  • Ryloth
DietHerbivore

A blurrg (plural: blurrg or blurrgs) was a non-sentient, two-legged beast of burden found throughout the galaxy. Blurrgs were notably used by the Twi'lek Resistance and Free Ryloth movement during the Clone Wars and Imperial Era, and they were also corralled by the moisture farmer Kuiil on Arvala-7.

Biology and appearance

Blurrgs were a two-legged non-sentient species that were used as beasts of burden on a number of worlds located across the galaxy, including Endor and Ryloth.

Behavior

Stoic and strong, they were used for everything from agricultural labor to war. Male blurrgs were eaten by females after the mating process.

History

The Twi'lek Resistance on Ryloth rode blurrgs in battle during the Battle of Ryloth, where they were used at the final offensive against Separatist forces in Lessu, charging at droid troops with the Grand Army of the Republic's Lightning Squadron. During the time of the Mission to Zygerria, some blurrgs were sold in the markets of Zygerria. Around 9 ABY, the bounty hunter known as \"the Mandalorian\" and the Ugnaught Kuiil tamed and rode blurrgs during the hunters' mission to Arvala-7.

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The blurrg deals double damage to objects and structures.

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The blurrg has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

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The blurrg is considered to be a Huge animal for the purposes of determining its carrying capacity.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (1d12+5) kinetic damage

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DesignationSemi-sentient
Hair color
  • Gray
  • Light brown
DistinctionsSharp claws
Habitat

Rocky

The cliff wampa was a brown-furred, rock-climbing subspecies bioengineered from the wampa ice creature native to the frozen Outer Rim Territories planet Hoth. After learning of the ice wampa's powerful ferocity during the Battle of Hoth, the Galactic Empire captured several of the creatures, and Imperial biologists artificially adapted them to various environments. By 3.5 ABY, the Empire had placed the resulting cliff wampa on the rocky Outer Rim moon of Gall to guard local Imperial interests.

Biology and appearance

A product of Imperial bioengineering, the cliff wampa was a manufactured subspecies of the wampa ice creature indigenous to the ice planet Hoth. Whereas the ice wampa was covered with a coat of white fur for camouflage on Hoth's frozen plains, the cliff wampa was gray or light brown in color to blend in with the rocky habitat of the Imperial-controlled moon of Gall. The cliff wampa boasted sharp, iron-strong claws capable of climbing or digging through solid rock, much like the Hoth wampa would dig through ice.

Behavior and intelligence

Like its Hoth cousin, the cliff wampa was semi-sentient in nature. Cliff wampas were temperamental and hungry, and would maul anything or anyone they encountered.

History

The origin of the cliff wampa began during the Rebel Alliance's tenure at the Echo Base facility on the Outer Rim Territories ice planet Hoth. The Rebels of Echo Base endured repeated assaults on their encampment from Hoth's native wampas. During one such attack, the Rebels neutralized and incarcerated several of the creatures, holding them in secluded pens within the base.

Later, during the Imperial assault on Echo Base in the Battle of Hoth, several of the Dark Lord Darth Vader's elite snowtroopers were slaughtered by the Rebels' caged wampas after charging blindly into one of the creatures' holding pens inside the base. Imperial biologists were so impressed with the powerful wampa after receiving reports of how the creatures terrorized Echo Base that the Empire managed to capture some of the beasts and, through bioengineering, adapted them to survive in various environments as guard animals. The cliff wampa was a result of the Empire's efforts.

Cliff wampas in the galaxy

By 3.5 ABY, just months after the Battle of Hoth, the Empire installed the cliff wampa to guard the Cadavine Sector Fleet Imperial Enclave on the rocky Outer Rim moon of Gall. The mercenary Dash Rendar, who had previously come face-to-face with the Rebels' captured ice wampas within the bowels of Echo Base during the Battle of Hoth, encountered a single cliff wampa while attempting to infiltrate the Imperial Enclave through the high cliffs of Smuggler's Canyon in a failed effort to rescue the captive Han Solo from the bounty hunter Boba Fett.

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The wampa has advantage on Wisdom (Perception) checks that rely on smell.

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The wampa has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The wampa makes two attacks, one with its claw and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d10+5) kinetic damage.

The target is grappled (escape DC 16) Until this grapple ends, the target is restrained, and the wampa can't bite another target.

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Ranged Weapon Attack +8, Range 25/50ft., One target. Hit : 8 (1d6+5) kinetic damage.

If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor is a 5th-level forcecaster. It's forcecasting ability is Charisma (force save DC 13, +5 to hit with force attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, saber throw, slow

1st-2rd level (18 Force Points): dark side tendrils, fear,

force jump, force sight, hex, sense force, stun

Force Resistance. The inquisitor has advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YjQ5MWQ5M2MzM2Vl","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NDI5NzFjYTAyZjdh","flags":{},"name":"War Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjgwMWU3M2I3NGM4","flags":{},"name":"Spinning Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"ZmQzOTA2Y2MxMTE4","flags":{},"name":"Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000}]} +{"_id":"FvW2vADBQoEyIzW1","name":"Giant Worrt","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":45,"min":0,"max":45,"temp":0,"tempmax":0,"formula":"6d10+12"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":45,"min":0,"max":45},"bar2":{"value":14,"min":0,"max":0}},"details":{"biography":{"value":"
DesignationNon-sentient
ClassificationAmphibian
Skin colorBrown
Eye colorYellow
Distinctions
  • Toothy mouth
  • Long tongue
  • Dexterous forelimbs
  • Heat-sensitive palps
  • Two cranial antennae
Homeworld
Tatooine
HabitatDesert
DietCarnivore

Worrts were a non-sentient species that hailed from the desert of the planet Tatooine. These squat, large-mouthed creatures caught prey by sitting stationary in the sand and then using their long tongues to wrap around passing rodents or insects.

Biology and appearance

Worrts were squat and spiky creatures whose appearance bore similarities to that of chubas. They had brown, warty skin and measured 1.50 meters in height. They were quadrupeds with dexterous forelimbs. A worrt's head featured a pair of sensitive cranial palps, two bulbous eyes that could be yellow in hue, two nostrils, and a large mouth. That mouth contained a long tongue, and strong teeth laced with a venom potent enough to kill a bantha. The eyelids of the worrts could keep sand out of their eyes, and their saliva was also capable of jamming a blaster. Worrts lay large amounts of soft eggs, which were harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior and intelligence

Worrts were predatory creatures who lived on desert planets. Worrts fed mostly on insects and rodents. When hungry, a worrt would settle into the sand, becoming indistinguishable from a rocky outcropping, and wait for a prey to pass by it. When its victim came close enough, the predator threw its tongue out of its mouth and wrapped it around the prey. The worrt's tongue then snapped back, throwing the food down its throat.

History

The chuba-like worrts lived in the desertic wastes of Tatooine, a suns-scorched planet located in the Outer Rim Territories. The most notable worrt in the galaxy may have been the one lived on the road to Jabba the Hutt's Palace in the Dune Sea of Tatooine around the time of the Battle of Endor. Three years later, Han Solo and Lando Calrissian encountered a worrt named Korrg kept by the pilot Taka Jamoreesa. Around thirty years after the Battle of Endor, a Nu-Cosian traveling merchant and storyteller named Bobbajo kept a worrt named J'Rrosch as a pet.

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The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MmJlMzA2MWFkNWEw","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/065_-_Giant_Worrt/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage.

The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a success.

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.

The worrt makes a bite attack against a Medium or smaller target it is grappling. On a hit, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the worrt, and it takes 14 (4d6) acid damage at the start of each of the worrt's turns. The worrt can have only one target swallowed at a time. If the worrt dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000}]} +{"_id":"G0oYYrgEyAv6X0gg","name":"Gundark, Matriarch","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"int":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"12d10+24"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","speed":{"value":"40 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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If the matriarch isn't incapacitated, any other gundark can make a melee attack as a bonus action while within 10 feet of the matriarch.

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When the matriarch reduces a creature to 0 hit points with a melee attack on its turn, the matriarch can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on sight or smell.

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.

The matriarch can make four attacks: two with its claws and two with its gigantic claws.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

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\"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused.\"

\"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets.\"

\"That day is here. I have surpassed you, Bane. Now I am the Master.\"

\"Then prove it.\"

- Darth Zannah and Darth Bane

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.


Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.


In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.


In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.


There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

Sith'ari

Sith'ari was a title that, in the ancient Sith, meant \"Lord\" or \"Overlord,\" first claimed by King Adas. After Adas's death, the term became the subject of a legend prophesying the coming of a being that would lead and destroy the Sith, but in doing so would make the Sith more powerful than ever before. In this context, the term came to mean \"perfect being\" or \"god.\"

THE SITH'ARI PROPHECY

The Sith'ari will be free of limits.

The Sith'ari will lead the Sith and destroy them.

The Sith'ari will raise the Sith from death and make them stronger than before. 

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":21,"powerLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons"},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Enhanced Weapons"},"dv":{"value":["lightning"],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 22","languages":{"value":[],"custom":"Galactic Basic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":20,"prof":7,"total":10},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ins":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"itm":{"value":1,"ability":"cha","bonus":0,"mod":7,"passive":24,"prof":7,"total":14},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":22,"prof":7,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"per":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","token":{"flags":{},"name":"The Sith'ari","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"GR2XUrAeCUZlWexT","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":257,"max":257},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2JhYWEwYTQzZDUz","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

If the Sith’ari fails a saving throw, it can choose to succeed instead.

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The Sith’ari is an 18th-level forcecaster. The Sith’ari’s forcecasting ability is Charisma (power save DC 22, +14 to hit with force attacks) and it has 87 force points.

The Sith’ari knows the following force powers:

At-will: affect mind, denounce, feedback, force push/pull,

necrotic charge, saber reflect

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight, force throw

3rd-level: choke, force lightning, force scream, knight speed,

sever force

4th-level: drain life, force immunity, improved force

camouflage, shroud of darkness

5th-level: greater feedback, improved force scream, improved

phase strike, telekinesis

6th-level: crush, force chain lightning

7th-level: force lightning cone, ruin

8th-level: death field

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The Sith’ari has advantage on saving throws against force powers.

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When the sith’ari cast a power that allows it to force creatures in an area to make a saving throw, the sith’ari can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

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When the sith’ari casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

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The Sith’ari wears armor comprised of Orbalisk parasites. While wearing the armor, the Sith’ari is immune to damage from unenhanced sources, and has resistance to damage from enhanced weapons. If the Sith’ari takes Lightning damage, this trait does not function until the start of its next turn.

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The sith’ari regains 25 hit points at the start of its turn if it has at least 1 hit point. If the sith’ari takes Lightning damage this trait does not function until the start of its next turn.

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage.

The Sith’ari makes four melee attacks, or casts a power and makes a melee attack.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

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The Sith'ari casts an at-will power.

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The Sith'ari moves up to its speed without provoking attacks of oppurtunity.

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Sith'ari can cast a force power by spending a number of legendary actions equal to the power level.

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The Sith'ari makes a melee attack. If the attack hits, the Sith'ari deals maximum damage, and the target cannot regain hit points until the end of its next turn.

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Hair colorOrange and White
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The Greysor was a four legged, carnivorous primate from the planet of Naboo. It was long used during hunts and birding parties by the Nabooian aristocracy.

Wild greysors hunted in packs of 2 to 12 individuals. They hunted mostly rodents and shaaks, but occasionally scavenged carrion. When hunting, they relied on the sense of sight more than smell. Wild greysors were known to be plagued by fleas.

There were several varieties of domesticated greysor—stubtail, bounder, and manadept being the most common. Domesticated greysors were most often kept in kennels; it was considered \"unwise\" to keep greysors and twirrls together. Greysors were born one at a time. They burrowed with their mother until they were mature (four to six weeks old).

Greysors had nonretractable claws, ideal for running fast. To keep them balanced while running they had an aerodynamic tail.

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The greysor has advantage on Wisdom (Perception) checks that rely on sight and smell.

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The greysor has advantage on an attack roll against a creature if at least one of the greysor's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Medical droids, medi-droids, meddroids, Emdee droids, or surgeon droids were specialized in medical and surgical operations. A classification of first-degree droid, medical droids were actually considered to be members of the larger biological science droid classification, but were typically listed separately due to their prominence.

The galaxy was full of sentient species and it could be very hard for a flesh-and-blood doctor to know how to effectively treat more than a few of them. Medical droids had no such shortcomings, some even had a passable bedside manner. The most popular meddroids included the 2-1B surgical droid and FX-series medics. GH-7 medical analysis units were common throughout the Galactic Republic, while the Sith employed DD-13 medical assistant droids for their dark reconstruction surgery.[3] There were even models that specialized in non-sentient creatures.

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Attack and damage rolls made with a blaster or a weapon with the finesse property use Intelligence rather than Strength or Dexterity.

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Whenever the droid restores hit points or grants temporary hit points to a creature, it can roll an additional d8 and add it to the roll.

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The Droid can take a second reaction each round. It can only take one reaction per turn.

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As a bonus action, the droid can reinvigorate a creature. When it does so, a creasture within 30 feet regains 4 (1d8) hit points.

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When a friendly creature who the droid can see or hear makes a saving throw, it can add 1d8 to the result of the saving throw. The droid can use this ability before or after making the saving throw, but before any effects of the saving throw are determined.

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Ranged Weapon Attack +5, Range 40/60 ft., One target. Hit : 7 (1d4+5) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The Medical Droid restores 14 (4d4+4) hit points to a creature within 5 feet.

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The Medical Droid restores 28 (8d4+8) hit points to a creature within 5 feet.

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The Medical Droid restores 45 (10d4+20) hit points to a creature within 5 feet.

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A target creature within 30 feet regains 9 (1d8+5) hit points.

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The droid can inject a creature with adrenaline. When it does so, a creature within 30 feet regains 4 (1d8) hit points. Additionally, until the start of the droid's next turn, when that creature would take damage, the amount is reduced by 5.

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The droid can inject a creature with painkillers. When it does so, a creature within 30 feet regains 9 (1d8+5) hit points, and when that creature makes their first ability check, attack roll, or saving throw before the start of the droid's next turn they can add 1d8 to their roll.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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DesignationNon-sentient
ClassificationHound
Skin color

White

Eye ColorOrange
Distinctions

Regenerating teeth

Homeworld
Corellia

Corellian hounds, also known as Sibian hounds, were a type of hound from the planet Corellia. They were quick and nimble canines used by locals for a number of tasks. Due to their keen sense of smell, they were often used for hunting and tracking. They had a vicious bark and bite, which meant they could be quite effective for protection. Criminal gangs were fond of using the hounds for defense or to attack their rivals. They also had regenerating teeth. Corellian hounds could also be found on the planet Ushruu, where they were known as snarlers.

History

Around 34 ABY, Dok-Ondar had the head of a Corellian hound mounted on the wall of his store on Batuu. The plaque the head was mounted on had the words \"In memory of Yay Jacc\" painted on it in aurebesh.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is Large or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The droidsmith has a +8 bonus when using Astrotech's Tools.

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The droidsmith has advantage on Intelligence (Investigation) checks within 5 feet.

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The Anzellan droidsmith is too small to pack much of a punch. The droidsmith has disadvantage on strength saving throws.

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The Anzellan droidsmith is too small and fast to e\u0000ectively target. The droidsmith has +1 AC (included) and has advantage on Dexterity saving throws.

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The droidsmith is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC14, +6 to hit with tech attacks) and it has 16 tech points.

The

droidsmith knows the following tech powers:

At-will: electroshock, on/off, temporary boost

1st-level: homing rockets, oil slick, repair droid

2nd-level: hold droid, motivator boost, truth serum

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 5 (1d4+3) ion damage

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Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.


Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.


They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.


The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

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.

The Elite Warrior attacks twice with his pistol, or his electrovoulge.

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 4 (1d6+1) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"YTAxZTMxOGY0MzE3","flags":{},"name":"Electrovoulge","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

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\"In his belly, you will find a new definition of pain and suffering as you are slowly digested over a…thousand years.\"

- C-3PO translating for Jabba the Hutt

Designation
  • Semi-sentient
  • Sentient  (when consciousness merged with sentient victim)
Average height2,5 to 3 meters (Head)
Average length100 meters
Skin colorTan
Distinctions
  • Tentacles
  • Bark
Homeworld

Unknown, present on:

  • Aargonar
  • Dathomir
  • Duroon
  • Darvannis
  • Felucia
  • Oovo IV
  • Socorro
  • Tatooine

Sarlaccs were semi-sentient, plant-like, omnivorous creatures found on several planets across the galaxy. Not much was known about this creature, but it was unique in terms of galactic species. It lived to be tens of thousands of years old, and reproduced by spores. One particular specimen of sarlacc was located in the Great Pit of Carkoon on Tatooine. It tortured the famous bounty hunter Boba Fett, who eventually managed to escape. While Jabba the Hutt claimed it as a pet, it arrived on Tatooine of its own accord. Another sarlacc could be found on Felucia. Near this sarlacc, Shaak Ti was slain by Darth Vader's secret apprentice, Galen Marek. A third sarlacc was known to dwell in the pit on the planet Aargonar's moon Aargonar 3. Yet another, less famous sarlacc dwelled on Tatooine right next to some Ancient Ruins. It attempted to devour Darth Tyranus while he was dueling Anakin Skywalker, but the Count used an exertion of the Force to escape and then fled from battle.

Lifespan

The lifespan of a sarlacc had been estimated to measure 20,000 to 50,000 years. Younger members of the species could move under the sands rapidly and catch their prey much faster, while older ones remained immobile, waiting for prey to stumble into their clutches. Females generally grew much larger than males, to the point that breeding required that the male attach itself to the female, being entirely dependent on their much larger companion. Adults generally had little to fear, as only the greater krayt dragon of Tatooine and the gouka dragon of Aargonar were known to prey upon them.

One of the known specimens of the species resided in the Great Pit of Carkoon, beneath the sands of the Dune Sea on the remote planet of Tatooine. Most sarlacci preferred damp environments, but they could live nearly anywhere including the desert sands of Tatooine.

The largest known sarlacc in galactic history resided on the planet Felucia within the Ancient Abyss. The Jedi Master Shaak Ti was able to tame this beast and it assisted her in her duel with Starkiller. However, she lost the duel and was swallowed by the beast. It possessed massive tendrils and teeth that spread out over an area of the Abyss that was kilometers across. This sarlacc was capable even of using its tentacles to drag great beasts like rancors into its maw or to crush attackers. In 2 BBY, it was restrained by the Galactic Empire in order to hunt down the remaining Felucians, although it was later freed by a redeemed Starkiller.

Xenobiologists were unsure as to whether the sarlacc was animal or plant, as it possessed the characteristics of both kingdoms, but most scientists preferred the theory that the sarlacc was a giant plant organism. Data taken from Boba Fett's helmet suggested that it was more like a plant.

Biology

The sarlacc was a large, omnivorous invertebrate with long tentacles that rimmed its mouth. They reproduced by spores, known as \"sarlacci,\" that traveled through space until they found another suitable planet to inhabit. After implanting itself into the ground, the sarlacci grew downward like a plant, forming a pit. The mouth and tentacles were the most visible parts of the sarlacc. The rest of the sarlacc's massive anatomical features were buried up to one hundred meters deep in the ground. This guaranteed protection of the sarlacc's vital organs and made it invulnerable to most forms of serious damage. The teeth of the sarlacc surrounded its beak-like tongue and plant-like tentacles in tiers. Its teeth were also slightly slanted inward ensuring its prey would remain trapped. While its lightning-fast tentacles are used to snatch up its prey, such as Eopies, they were not its primary means of capturing a meal. The sarlacc discharged odors and scents that lured herbivores and scavengers close enough for it to use its tentacles. Sarlaccs had a very odd body shape. The sarlacc's mouth was the only part of the body visible, usually. Most of its body was covered in rigid plates. It had eight appendages beneath the ground used for stability or for reburial if the sarlacc became partially exposed. The body of the sarlacc ended in three roots used for moisture absorption.

Despite their size, the sarlacc did not need to eat very much at a time. They were almost entirely immobile, which means they had to be able to survive for prolonged periods without food. As a result, they also digested their food very slowly. It was even said that sarlaccs could be telepathic and could gain consciousness from the creatures they ate by assimilating their thoughts and memories during digestion.

Anatomy

\"Tentacular appendages can whip out and snare spectators from the rim of the pit, and inward-pointing spearlike teeth make escape impossible.\"

- Mammon Hoole

The sarlacc's body did not have a skeletal structure or a solid framework, but it did possess a strong muscular body with large roots and a series of nerve endings on its skin.

The sarlacc also had roots on the outside of its body to leech the nutrients from the ground and to sense the vibrations from creatures on the desert sands. The sarlacc lacked eyes and ears, instead relying on the sensors in its roots to \"see\" its prey. The sarlacc's mouth contained large mucus-coated teeth and strong tentacles for catching prey. The tentacles grabbed prey and pulled them into its maw, whereas the inward-pointed teeth functioned to keep victims in the mouth.

The sarlacc also had a large beak that emerged from the throat. The \"beak\", in reality, was the sarlacc's tongue, and the tongue within the tongue was actually yet another stubby tentacle that aided in swallowing prey. The sarlacc's throat had many veins and vessels which acted as sensors to determine the size, weight, and strength of the victim, allowing the sarlacc to decide which stomach to put its prey into; stronger prey were put into the secondary stomachs, while smaller prey went into the main stomach.

The sarlacc's throat also possessed many microscopic openings that dispersed mucus to keep the throat healthy—the sand, gravel, or whatever the case was (as environment varies from one sarlacc to the other) that dropped into the mouth could damage the lining of the throat. The more the sarlacc ate, the more the stomachs ran out of room, and, in rare cases, it used a small number of its victims to grow the stomachs by enmeshing those few victims into the stomachs. The sarlacc also used small air holes around its mouth for breathing.

The sarlacc's roots functioned as tentacles during adolescence, and then grew into full immovable stalks during adulthood. They absorbed tiny fungal life forms, bugs, and microscopic cells and bacteria into the body from the ground for nutrients. The sarlacc's body could also absorb liquid molecules through small openings in the roots, to keep its water level up.

The tentacles on the mouth were actually thin strong tongues that could feel and taste the ground and prey. The beaks of other sarlaccs had other tongues within their beak that emerged to grab prey and directly pull them into its beak. The tentacles were known to stretch as far as four meters to grab meals.

Although sarlaccs were usually immense in size, some miniaturized versions of the species existed and were traded as pets, such as in the case of Phileas.

Sarlacc vocalizations were comparable to high-pitched screeches. However, they do occasionally emit a loud belching sound when consuming prey.

Digestive system

\"The sarlacc found me somewhat indigestible.\"

- Boba Fett

Only the sarlacc's gaping maw could be seen from the surface, with the vast majority of its huge body lying beneath the ground. It lay in wait for any living humanoid or creature to stumble into its maw, and additionally, it pulled nearby victims in with one of its many tentacles. A sarlacc's mouth was surrounded by rows of retractable razor-sharp teeth, used to chew victims during adolescence, before the digestive system was fully formed. Adult sarlaccs developed a beaked, snake-like tongue at the center of the fearsome pit, which doubled as a inner mouth.

Once the victim was swallowed, they made their way into the sarlacc's stomach to be digested, deliberately being kept alive by the beast and digested extremely slowly for a millennium. The stomach walls were lined with tentacled vessels which punctured the prey's skin and muscles before embedding them into the walls. The tentacles then injected neurotoxins into them to sedate them, prevent them from escaping while being fixed into the walls of the stomach.

The vessels also gave just enough special sustenance for its prey to enable them to live for centuries while they were digested. In addition to the acidic fluids that dissolved the outer portions of the meals, the sarlacc also processed them from within. The tendrils and vessels pumped the sarlacc's acidic blood into its victims and carried back nutrients from them. Occasionally, when a victim was digested for longer than usual, the sarlacc actually embedded them in the lining of the stomach to make room for other victims it swallowed. This was to make the stomach stronger.

Many smaller secondary stomachs were used to store prisoners for later consumption at times when the sarlacc needed larger amounts of nutrients, such as when it needed to grow, breed, or strengthen its tentacles and beak to catch stronger, larger prey. The secondary stomachs also functioned as a space to store victims when the main stomach ran out of room, although this was rare as the sarlaccs were an exceptionally feared creature in the Galaxy. The acidic fluids in the stomachs were composed of weak chemicals that took much longer to digest its food than acids in the stomach of other creatures. They specifically targeted skin and muscle tissue, because that was where the nutrients in the food were. The secondary stomachs were also lined with more vessels and were smaller and more cramped to enclose the victims in, so that the sarlacc did not have to deal with the victim trying to escape its hold. Only rare individuals such as Boba Fett were able to resist due to his sealed-tight armor.

Mating and spawning

\"It was far more plant than animal.\"

- Unidentified Jedi Knight

A Sand People legend told of how the sarlacc gave birth to itself in Tatooine's planetary core in the days before the twin suns split apart from a single star. According to this legend, it would continue to eat everything it came in contact with until eventually it was forced to consume itself. Though this was obviously not a true account of the sarlacc's origin, the Tuskens themselves refused to accept any other explanation.

When a male sarlacc, who starts off much smaller than a female made contact with a female, the male attached himself to her in a parasitic fashion. He gradually became larger as she became smaller. After several thousand years the female is digested into oblivion and he becomes the equivalent size of her, replacing the area where she once existed. The male then injected sperm into the spore production sac. Afterwards, the melded couple released the fertilized spores, which could leave the atmosphere and travel long distances through the Galaxy to other planets. Because of this fantastic ability to propagate, the species' point of origin was never accurately determined. Once the spore settled down, it attached itself to an organism and sucked blood from it to feed itself. After detaching, it developed into a more mobile larva and was able to hunt and consume prey.

As it grew, the voracious larva would eventually challenge larger creatures. If the sarlacc larva was consumed by a bigger creature, the larva would kill it and eat it from the inside, assuming its consumer had swallowed it in more or less one piece. During this stage, it developed into a large worm-like creature with many tentacles and a beak-like maw. Eventually, the larva would dig itself into a pit, growing roots to anchor itself in the ground while it grew into a full sized sarlacc, becoming largely immobile and more plant-like. The roots also functioned to absorb additional nutrients from the ground as a precaution against shortages of prey. A larger mouth formed around the beak, which became more like a tongue.

Semi-sentience

\"Sarlacci do interesting things with messenger RNA: over the course of millennia, they can attain a sort of group consciousness, built out of the remains of people they've digested.\"

- Unidentified Jedi Knight

Jabba Desilijic Tiure sentenced Luke Skywalker and his companions to \"death by sarlacc\" in 4 ABY. Prior to his execution, Luke Skywalker was able to retrieve his lightsaber from the astromech droid R2-D2 and free his companions. In addition to numerous other casualties during the ensuing battle, Han Solo obliviously knocked the notorious bounty hunter, Boba Fett, into the pit with a force pike. However, Fett remained alive and—using his jetpack and weapons—blasted himself out some time later, becoming one of the only beings ever known to escape from a sarlacc's belly alive.

While studying a holographic recording recovered from Fett's helmet camera, Senior Anthropologist Mammon Hoole discovered an unsettling revelation: the beast apparently possessed the ability to telepathically torture its prey. In this recording, Fett appeared to be reacting to stimuli that did not exist, suggesting that sarlacc were capable not only of communication, but apparently of malevolence, feeding off the fears of their prisoners. This led Hoole to classify the sarlacc as a semi-sentient creature. It was also believed that the consciousnesses of the sarlacc's victims joined to create a huge network of awareness. The victims were able to communicate with one another through this ghoulish network. As the sarlacc absorbed the thoughts of its victims, it would become more and more intelligent, to the point where a sarlacc could almost predict what its victims would do in its stomachs to try and escape, or when it was hunting its prey.

The only other being known to have escaped the sarlacc was Zorba the Hutt who was swallowed by the Sarlacc, but was regurgitated shortly thereafter. According to Zorba, the reason for his survival was that no sarlacc could possibly hope to digest a Hutt.

Darth Vader's secret apprentice, Starkiller, was the only being known to have voluntarily journeyed inside a sarlacc, on Felucia. He survived the digestive mechanisms and escaped unharmed.

Another mysterious and unique incident occurred with the Tatooine Sarlacc and a girl called Shaara. While she fell into the Great Pit of Carkoon, she was thrown back out before any attempt was made to digest her, unlike the stormtroopers that had given her chase. There were no clear reasons why the sarlacc had spared her.

The sarlacc of Tatooine identified itself closely with one of its first victims, a Choi named Susejo. Oddly enough, Susejo and the beast had seemingly merged in consciousness to the point where the former could control the actions of the latter.

The fibrous vessels in the stomachs connected victims together. The digestive fluids and the sarlacc's blood traveled through the vessels and into the victims, which were connected in the manner of an electrical current, bringing the victim's minds, thoughts, bodies, and spirits together, keeping them at one with the sarlacc's body, brain, and soul.

Having long admired the patience of the sarlacc, the Jedi Order named a form of lightsaber combat, Shii-Cho, after the beast.

Known locations

\"It's rare for a sarlacci spore to survive a landing in a desert environment; they're best suited to wet environments, though they can survive almost anywhere.\"

- Unidentified Jedi Knight

  • Felucia
    • Ancient Abyss
    • Unidentified sarlacc
  • Aargonar (Also present on Aargonar 3)
  • Chad
  • Taanab
  • Darvannis
  • Dathomir
    • Lesser Sarlacc of Dathomir
  • Duroon
  • Socorro
    • Sarlacc's Peak
    • Socorro sarlacc
  • Tatooine
    • Great Pit of Carkoon
    • Tusken Canyon
    • The Rumbles
    • Ancient Tatooine Ruins
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If the Sarlacc fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NDQyZDI5MGQ3Y2Fl","flags":{},"name":"Gargantuan Strengt","type":"feat","img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","data":{"description":{"value":"

The sarlacc's weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YmMyNTNlODEzOGI3","flags":{},"name":"Burried","type":"feat","img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","data":{"description":{"value":"

The sarlacc is resistant to damage from sources beyond 60 feet and immune to damage from sources beyond 120 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MjhlNzU5Nzk4OTky","flags":{},"name":"Grasping Tentacles","type":"feat","img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","data":{"description":{"value":"

The sarlacc can have up to eight tentacles at a time. Each tentacle can be attacked (AC 18; 40 hit points; immunity to psychic damage). A tentacle can also be broken if a creature takes an action and succeeds on a DC 22 Strength check against it. Destroying a tentacle in either way deals no damage to the sarlacc, which can extrude a replacement tentacle on its next turn, but it causes the sarlacc to spend a legendary action for no effect. If the sarlacc has no legendary actions remaining this turn to spend, the sarlacc regains one fewer spent legendary actions at the start of its next turn than it would otherwise regain. The sarlacc can be forced to spend no more than two legendary actions in this way.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"M2Y1MjUxNTVjM2Jm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The sarlacc makes three tentacle attacks, each of which it can replace with one use of Bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZmQ4ODMwYzM2MDJh","flags":{},"name":"Tentacle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 60 ft., One target. Hit : 26 (4d8+8) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The sarlacc has eight tentacles, each of which can grapple one target.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"ZTFhYzUxODBhYWVj","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 30 (4d10+8) kinetic damage.

If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the sarlacc can't bite another target.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"OTMwNmVkNTFlYzE0","flags":{},"name":"Swallow","type":"feat","img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","data":{"description":{"value":"

.

The sarlacc makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sarlacc, and it takes 35 (10d6) psychic damage at the start of each of the sarlacc's turns. A creature reduced to zero hit points this way stops taking the psychic damage and becomes stable. If the sarlacc takes 40 damage or more on a single turn from a creature inside it, the sarlacc must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the sarlacc. If the sarlacc dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZjVlNzg3MTg2YTA2","flags":{},"name":"Pheromones (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","data":{"description":{"value":"

.

The sarlacc releases pheromones in a 300 foot radius. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save the creature is charmed by the sarlacc for 1 minute. While charmed this way, the target tries to get as close to the sarlacc as possible, using its actions to Dash until it is within 5 feet of the sarlacc. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the sarlacc's Pheromones for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MGI2MWNhNzY2ODM1","flags":{},"name":"Earth-Shaking Movement","type":"feat","img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","data":{"description":{"value":"

.

The sarlacc sends a shockwave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 round. Each creature on the ground in the area must succeed on a DC 22 Constitution saving throw. A creature takes 41 (6d10 + 8) sonic damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. A creature that fails the save by 5 or more is pulled 15 feet downwards and towards the sarlacc.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NjYwNjc3OWFkYTk3","flags":{},"name":"Reel","type":"feat","img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","data":{"description":{"value":"

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The sarlacc pulls each creature grappled by it up to 30 feet straight towards it.

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The sarlacc makes one tentacle attack.

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The sarlacc makes one bite attack or uses its swallow.

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DesignationNon-sentient
Distinctions

Bristled back

Homeworld

Endor

Boar-wolves, also known as borras, were non-sentient, bristle-backed creatures that lived on Endor, a forested moon that orbited the planet of the same name. They were killed for their meat by the Ewoks, a species of diminutive sentients native to Endor. Ewok hunting parties who managed to bring back boar-wolf meat were considered to have been lucky. Some Ewoks also crafted knives from boar-wolf teeth.

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If the boar-wolf moves at least 20 feet toward a target and hits it with a tusk attack on that turn, the target takes an extra 7 (2d6) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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If the boar-wolf takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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Skin colorGolden
HomeworldYavin 4
HabitatRain forest
Diet
  • Fish
  • Weeds

Whisper birds were a species of golden-colored bird native to the moon Yavin 4. The birds lived in the moon's rain forests, silently traveling in flocks and roosting in the massassi trees that grew there. The birds could also be found on Coruscant and Null.

The whisper bird had a distinct low-pitched call. Their ability to fly silently inspired the name 'whisper bird,' and they used that ability when hunting. Wild whisper birds subsisted on a diet of fish and weeds. Though hunters themselves, packs of predatory stintaril rodents would sometimes attack and overwhelm whisper birds while they were roosting.

Following the Clone Wars, the cartographer Auric Graf owned a Mu-class shuttle named Whisper Bird due to its long bronze wings and perched appearance when landed.

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The whisper bird doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The whisper bird has advantage on Wisdom (Perception) checks that rely on sight.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Alignment","species":"","type":"humanoid (any)","environment":"","cr":11,"powerLevel":0,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 14","languages":{"value":[],"custom":"Galactic Basic, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","token":{"flags":{},"name":"Chemist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"HNQcbyvZdYNo4TUX","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":88,"max":88},"bar2":{"value":15,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2NiZjk0NmFiY2M3","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","data":{"description":{"value":"

The chemist is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 44 tech points.

The

chemist knows the following tech powers:

At will: acid splash, cryogenic burst, jet of flame, poison spray

1st level: absorb energy, condense/vaporize, cryogenic blast,

poison dart, smoke cloud, oil slick

2nd level: acid dart, cryogenic volley, paralyze humanoid,

pyrotechnics, toxin purge

3rd level: cryogenic suspension, debilitating gas, explosion,

protection from energy

4th level: corrosive sphere, cryogenic storm

5th level: toxic cloud

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OGQxNjY2MzlhMmFl","flags":{},"name":"Hold-out","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The senior scientist is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points.

The scientist knows the following tech

powers:(6th level and above powers are usable 1/day)

At will: acid splash, cryogenic burst, jet of flame, poison spray

1st level: absorb energy, condense/vaporize, cryogenic blast,

poison dart, smoke cloud, oil slick

2nd level: acid dart, cryogenic volley, paralyze humanoid,

pyrotechnics, toxin purge

3rd level: cryogenic suspension, debilitating gas, explosion,

protection from energy

4th level: corrosive sphere, kolto reserve, cryogenic storm

5th level: cryogenic spray, toxic cloud

6th level: carbon fog, carbonite, firestorm

7th level: neurotoxin

8th level: incendiary cloud

9th level: carbonite explosion

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MmZmMGIyYTY1YTE5","flags":{},"name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/avatar.webp","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YTAwOGY3NzZlYTNm","flags":{},"name":"Sonic Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 5 (1d6+2) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} +{"_id":"HbUpITvKVIk51Luk","name":"Krayt Dragon, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":25,"proficient":0,"min":3,"mod":7,"save":7,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"19","min":0,"formula":"natural armor"},"hp":{"value":262,"min":0,"max":262,"temp":0,"tempmax":0,"formula":"21d12+126"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","speed":{"value":"40 ft","special":"burrow 40 ft"},"prof":6,"powerdc":14,"powerLevel":0,"bar1":{"value":262,"min":0,"max":262},"bar2":{"value":19,"min":0,"max":0}},"details":{"biography":{"value":"

\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Average length4,5 meters
Average mass2.000 kilograms
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":17,"powerLevel":0,"xp":{"value":18000},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"senses":"blindsight 60 ft., darkvision 60 ft., passive Perception 17","languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0.5,"ability":"dex","bonus":0,"mod":0,"passive":13,"prof":3,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","token":{"flags":{},"name":"Krayt Dragon, Adult","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"HbUpITvKVIk51Luk","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":262,"max":262},"bar2":{"value":19,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NzFmYmI5YmIzM2Uy","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MDQzMDIxNTUzZDIy","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 10 ft., One target. Hit : 18 (2d10+7) kinetic damage plus 7 (2d6) poison damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+7","kinetic"],["2d6","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"MzlmNzAyYjQwOTE1","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"YzAzM2RlM2E4NDE1","flags":{},"name":"Tail Stinger","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"OGQ2NzczZmM3NjFm","flags":{},"name":"Frightful Presence","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Njg1NDA4YmNkNzgw","flags":{},"name":"Venom Spray (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

.

The dragon spits poison in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"Yjg1NGFlZDdiYzNi","flags":{},"name":"Detect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

.

The dragon makes a Wisdom (Perception) check.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OWQ1OTNlN2VlZWI0","flags":{},"name":"Swat Away","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage.

If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MTAwNTYxMjIyOTgw","flags":{},"name":"Tail Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000}]} +{"_id":"Ho1EN73VEVF3b7Qw","name":"**Wookiee Engineer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":60,"min":0,"max":60,"temp":0,"tempmax":0,"formula":"8d8+24"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","speed":{"value":"30 ft","special":"climb 30 ft"},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":60,"min":0,"max":60},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

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If the wookiee surprises a creature and hits it with an attack during the first round of combat, the target takes an extar 7 (2d6) damage from the attack.

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The wookiee engineer is a 5th level tech caster (tech save DC 13, + 5 to hit with tech attacks). The

wookiee engineer has 23 tech points and knows the

following tech powers:

At will: electrical burst, mending, on/off

1st level: element of surprise, kolto pack, repair droid

2nd level: hold droid, overheat

3rd level: enhance weapon, fabricate trap

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

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\"I created me! They junked me after a century of loyal mechanical service. So I repaired myself.\"

- Proto One

CreatorSelf-made
ClassJunk droid

Junk droid was a common designation for various self-made droids, created from leftover spare parts. Because of their mashed-together programming they were considered dangerous by most civilized people, for they could go on a rampage, confuse orders, or even start building more of their own kind when having enough junk to do so.

History

After the Clone Wars, many groups turned to recycling, rebuilding and re-purposing the enormous amount of broken high-tech machinery left on the ravaged battlefields and on the junk worlds such as Raxus Prime, and Lotho Minor. These junk droids were built out of almost any spare droid and/or vehicle parts and were capable of performing a large variety of tasks. They could be roughly divided into three large categories: regular, brute and behemoth droids. Regular droids, fairly fragile and often equipped with shields, were approximately Human size and shape and generally used for common labor tasks. Brute droids were larger, stronger and solid rather than flexible and used as brute-force bodyguards or beasts of burden. Special-build behemoth droids served as walking power plants or armor carriers. On Raxus Prime, Jedi Kazdan Paratus used junk golems, held together only by the power of the Force. Junk droids were fairly common right after the Clone Wars, but as the supply of high-tech components decreased, so did the population of junk droids. Scrap drones were flying junk golems designed specifically to combat Darth Vader, who Kazdan knew would one day find him. Capable of creating a powerful negative feedback field, they could attack with a beam that drained force energy from its victims.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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.

The junkyard droid makes two blaster carbine attacks or two vibroblade attacks.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"YmVlMWJhOGMyYjgy","flags":{},"name":"Vibroblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/180_-_Junk_Droid/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Average Height1 meter
Skin Color
  • Green (youth)
  • Purplish yellow-gray (adult)
Homeworld
Coruscant

Hawk-bats were reptavian creatures with a curved beak and leathery wings that could be found on urbanized worlds like Coruscant and Taris.

Overview

They were believed to be one of the two only native Coruscanti species left in existence (the Thrantcill being the other). Both were feared and admired, although they were considered an elegant species. To get on a hawk-bat's bad side could be very dangerous. As a result, very few lived in captivity.

Because of this, they became a symbol for many swoop gangs and pirates. The lightsaber form Ataru was named after the hawk-bat. One of the battalions which fought under the 101st Regiment during the Clone Wars was also known as the Hawkbat Battalion.

The wingspan of a hawk-bat averaged 1.5 meters. The wings consisted of a thin membrane stretched over a series of wing-bones. The membrane itself was studded with spiky growths. The hooked beak of a hawk-bat contained tiny teeth that could tear prey to shreds, which they found with a combination of accurate eyesight and echolocation.

Flocks of hawk-bats would hunt and attack their prey as if they were one. Though they favored granite slugs and shadowmoth larvae, hawk-bats would feed on anything that moved. Even large enemies could be taken down by a large flock of hawk-bats. Though a solitary hawk-bat could prove to be a significant threat, it was weaker when it was alone.

If one hawk-bat was disturbed, all of its companions would attack the aggravator at once. They usually traveled in large flocks through the pipes and lower levels of Coruscant. Every few months, they migrated despite lack of seasons within the lower levels. Because of this, many scientists came to believe that hawk-bats evolved during the ancient times of Coruscant, making them the only known species to survive Coruscant's urbanization. Hawk-bats hated the cold and usually stayed away from it. Many lived on power cables or in heated vents, hanging upside down from warm pipes below buildings.

Like other avian species, the young of hawk-bats hatched from eggs. They lacked the feathers exant in most avian species, but were covered in leathery scaled skin normally found in reptiles and were thus actually reptavians. To keep their young safe during this critical period, hawk-bats would camouflage the brown and green eggs as best they could to make them appear to be mere rocks. And though the eggs may have looked abandoned by their parents, it was certain that one of them—most likely the mother—was keeping eye on the nest from a distance.

Hawk-bat mothers were extremely protective of their young. Any predator who saw through the camouflage and threatened the eggs would quickly learn the full fury of a hawk-bat mother's wrath.

When they hatched from their eggs, young hawk-bats had green skin and were fully independent. Upon reaching maturity, the hawk-bat would shed its green skin and emerge with purplish-gray skin.

Hawk-bat as delicacy

Sometime before or during the Imperial Period, Ortolan chef Handree Braman discovered that hawk-bat flesh was edible. He recommended cooking it at 1,000 degrees for no more than twenty minutes.

Many beings found hawk-bat meat delicious, and hawk-bat eggs were considered a delicacy. Emperor Palpatine had a private aviary of hawk-bats in the Imperial Palace on Coruscant, where he and guests could have hawk-bats at their leisure.

Hawk-bats managed to survive the Yuuzhan Vong War, and seem to have adapted to Coruscant's newly introduced biological components.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small hawk-bats. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on hearing and sight.

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\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

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The wookiee's weapon attacks score a critical hit on a roll of 18-20. When the wookiee scores a critical hit, it rolls the damage dice three times, instead of twice.

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If the wookiee surprises a creature during the first round of combat, the wookiee has advantage on the first attack roll against that creature. If the attack hits, it is considered a critical hit.

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The wookiee makes two melee or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 9 (1d10+4) energy damage

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.

The wookiee sprays a 10-foot-cube area within 40 feet Each creature in the area must make a DC 15 Dexterity saving throw, taking 9 (1d10 + 4) energy damage on a failed save.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The Rancor deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"Yzg0NzIwYWJhYmVl","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

If the Rancor fails a saving throw, it can choose to succeed instead.

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The Rancor can use its Frightful Roar. It then makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

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Melee Weapon Attack +13, Reach 10 ft., One target. Hit : 20 (3d8+7) kinetic damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 26 (3d12+7) kinetic damage.

If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

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Ranged Weapon Attack +13, Range 60/240 ft., One target. Hit : 33 (4d12+7) kinetic damage

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.

Each creature of the rancor's choice within 90 feet of it must succeed a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Rancor is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the rancor's Frightful Roar for the next 24 hours.

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.

The Rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Rancor, and it takes 35 (10d6) acid damage at the start of each of the Rancor's turns. If the Rancor takes 35 damage or more on a single turn from a creature inside it, the Rancor must suceed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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Melee Weapon Attack +13, Reach 10 ft., One target. Hit : 20 (3d8+7) kinetic damage.

The Rancor makes one claw attack.

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Ranged Weapon Attack +13, Range 60/240 ft., One target. Hit : 33 (4d12+7) kinetic damage.

The Rancor uses its throw boulder.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 26 (3d12+7) kinetic damage.

The Rancor makes one bite attack or uses its swallow.

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

- An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":9,"powerLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"senses":"darkvision 120ft","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":0,"passive":18,"prof":8,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":1,"ability":"dex","bonus":0,"mod":0,"passive":14,"prof":4,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/086_-_Krayt_Dragon_2C_Juvenile/avatar.webp","token":{"flags":{},"name":"Krayt Dragon, Juvenile","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/086_-_Krayt_Dragon_2C_Juvenile/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"IwDlukOYPzi7Cvr6","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":168,"max":168},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YzM3ZjEwNmUyNjgw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The dragon makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MGYwZjdkZmMwYjQx","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/086_-_Krayt_Dragon_2C_Juvenile/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 5 (2d4) poison damage.

The target must then succeed on a Constitution saving throw (DC 15) or become poisoned.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+6","kinetic"],["2d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"YzVlNTJjOGY4ZTA2","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/086_-_Krayt_Dragon_2C_Juvenile/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 13 (2d6+6) kinetic damage plus 5 (2d4) poison damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+6","kinetic"],["2d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"YTFkNmU3YTE0ZmQ0","flags":{},"name":"Poisonous Saliva (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/086_-_Krayt_Dragon_2C_Juvenile/avatar.webp","data":{"description":{"value":"

.

The dragon spits its poisonous saliva in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) tocin damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NmMyZWIzOTUzOWM0","flags":{},"name":"Detect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/086_-_Krayt_Dragon_2C_Juvenile/avatar.webp","data":{"description":{"value":"

.

The dragon makes a Wisdom (Perception) check.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YWMwYmU0MWJjNDFl","flags":{},"name":"Swat Away","type":"feat","img":"systems/sw5e/packs/Icons/monsters/086_-_Krayt_Dragon_2C_Juvenile/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage.

If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZTdiZGQyMThiYjQ5","flags":{},"name":"Tail Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/086_-_Krayt_Dragon_2C_Juvenile/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} +{"_id":"Iwz1Ru98EJyoV8QY","name":"Arc Trooper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"19","min":0,"formula":"composite armor"},"hp":{"value":120,"min":0,"max":120,"temp":0,"tempmax":0,"formula":"16d8+48"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":120,"min":0,"max":120},"bar2":{"value":19,"min":0,"max":0}},"details":{"biography":{"value":"

During the war, the shortening supply of ARCs and their high demand for tactical missions forced the GAR to look for clone troopers to fill their role. As early as 21 BBY, clone troopers who demonstrated exceptional ability could be promoted to ARC trooper and would receive similar duties, though they were not genetically engineered in the same ways as the Alpha and Null classes and lacked ARC training. In this manner, clone troopers Fives and Echo of the 501st Legion were given the designation of ARC Trooper following their successful defense of Kamino.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid (human)","environment":"","cr":8,"powerLevel":0,"xp":{"value":3900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy And Kinetic From Unenhanced Sources"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 15","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":1,"ability":"int","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"sur":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","token":{"flags":{},"name":"Arc Trooper","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Iwz1Ru98EJyoV8QY","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":120,"max":120},"bar2":{"value":19,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2ZhNmY0NjQyYTI2","flags":{},"name":"Brave","type":"feat","img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","data":{"description":{"value":"

The ARC trooper has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ODdiMTBmNDk2ZWU4","flags":{},"name":"Close Quarters Shooter","type":"feat","img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","data":{"description":{"value":"

Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MGJmYzQyODA1YWNj","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDJhMWIzNmZjMjZm","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","data":{"description":{"value":"

The ARC trooper has advantage on Wisdom (Perception) checks relying on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZjY3MjI0MmRmNjYy","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","data":{"description":{"value":"

The ARC trooper adds it's ability modifier to two-weapon fighting damage. Additionally the ARC trooper gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YjhmMDYyMzExMDRj","flags":{},"name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"OWU4YTZiN2IzNzhj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The ARC trooper makes two weapon attacks and can make one offhand attack as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MDdmN2NlOWZkYjk3","flags":{},"name":"Blaster pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"MmY1N2E3MDY4YjYz","flags":{},"name":"Offhand Blaster pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"NzMzZDU3MjNiNjhi","flags":{},"name":"Vibrodagger","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"OTMwNTRmMDgzNGRk","flags":{},"name":"Fragmentation Grenade (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","data":{"description":{"value":"

.

The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"ZDU4ZTNiNzU5MmE5","flags":{},"name":"Flash Grenade (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","data":{"description":{"value":"

.

The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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\"I see battle droids… and something else!\"

\"Perhaps the Geonosians have upgraded the battle droids. These may be more formidable.\"

- Jedi Siri Tachi and Adi Gallia

Manufacturer
  • Baktoid Combat Automata
  • Geonosis Industries
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine programming
Sensor colorRed
Plating color

Dull silver (can be camouflaged)

The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved the need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

Characteristics

One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. In some cases the weapons were replaced with a TriShot weapon system. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

History

Clone Wars

\"They've sent in the supers!\"

- Various clone troopers

The B2 was preceded by the lesser-used prototype beta version. Soon after the Invasion of Naboo, the Trade Federation was researching a new type of battle droid. Commandos from the Royal Naboo Security Forces seized the research facility and discovered the data about this new battle droid.

During their first deployment at the Kashyyyk Trade Rebellion in 28 BBY, the new B2 designs proved to be a match for the local Wookiee warriors.

Super battle droids saw use throughout the Clone Wars as soldiers for the Confederacy along with its smaller cousins and the dreaded droidekas. Most super battle droids wore an unpainted dull silver tone, likely to differentiate them from the tan coloration the Confederacy used for its standard battle droids, or perhaps due to varying manufacturers. On occasion, they would be painted with green markings for camouflage.

Some Super Battle Droids were used as scouts to observe the plains of Geonosis, mostly because of their brute strength and their ability to destroy modest ground targets. This pleased many of the local Geonosians affiliated with the CIS, thus sometimes using the B2s as \"spire guards.\"

The droids eventually were able to express certain emotions, though having catastrophic grammar. They possessed a more violent temperament than the B1 model, to the point they would even strike down allied units in order to quickly intercept enemy targets, as seen in the First Battle of Geonosis. As well as that, they were also considerably more durable and intelligent, capable of easily withstanding light blaster bolts.

Super battle droids were often retrofitted with adversarial specific parts. However, this method was introduced late in the war and had little effect on the outcome of the conflict. One known model change was the introduction of the grapple droid, which had heavier armor and a larger frame. This droid was programmed to be a close combat model able to receive primary lightsaber slashes and disable enemies through its electrified claws. Another specialized variant was involved in the release of the swamp gas toxin on Ohma-D'un. The D-60 assault droid, another variant, was used in the Battle of Cartao by CIS forces. two jetpack-equipped variants of the droid, the jump droid, and the rocket droid, were also developed. Other variants included super battle droids armed with various weapons, such as the Mortar Super Battle Droid, the Anti-Air Super Battle Droid, and the Repeater super battle droid. A more heavily armed and armored version was the Heavy super battle droid, and orray troopers were B2 droids armed with flamethrowers which rode orrays. These variants were produced at Geonosian troop centers.

During the third battle of Felucia, the Separatist deployed an experimental model of super battle droid. This model was the B2 Assault, which was an upgraded version of the preexisting B2-HA super droid. During the battle the CIS also deployed the B2 soldier, and this model of super battle droid was used to attack a Republic outpost staffed by Graul Company, and these units had green markings.

The B2 battle droid was designed by the Techno Union using the existing B1 design as a template. After prototypes were successfully tested, Count Dooku struck a deal with Poggle the Lesser, Archduke of Geonosis, to mass produce these droids.

Further orders were placed on worlds controlled by Baktoid and quadrillions of B2s were soon running off the assembly lines. Despite their advantages and ease of production, however, they were not manufactured as extensively as their inferior cousins, the B1s.

During the Clone Wars, B2s would become an important component of the Separatist Droid Army. They participated in most battles in that conflict including the Battle of Geonosis, Battle of Muunilinst, Battle of Coruscant, and Battle of Kashyyyk, and innumerable others throughout the galaxy. B2s were used as shooting range targets as part of the training of clone sharpshooters. A training model was used on Kamino for the training of Clone cadets.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, the B2s were deactivated.

Post-Clone Wars

A few years after Order 66, Gizor Dellso reactivated a droid factory on Mustafar. Among the reactivated production lines were a few lines that produced B2 battle droids, providing Dellso with an acceptable amount of B2's in his droid army.

After the Clone Wars, a few entrepreneurs found warehouses filled with the droids. Many were sold to gangs or major crime lords for enforcement. Others would be used by the various Separatist holdouts. Like some B1 battle droids, B2s were also used as guards inside the Death Watch bunker on Endor. Borvo the Hutt owned several super battle droids to defend his vault on Naboo.

During the Yuuzhan Vong's invasion of the galaxy, many B2 droids used by the Galactic Alliance made up a force known as the Orange Panthacs, which beat back an occupation force of Fire Breathers on Mantessa.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The super battle droid makes two weapon attacks with its strike or wrist blaster.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage.

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The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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Each creature in a 20-foot-radius sphere centered on a point that you can see within 150 feet must make a DC 13 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase III Dark Trooper

The Phase III dark trooper was the last and most powerful dark trooper exoskeleton/droid. It dwarfed even the Phase II dark trooper, and was intended to be the armor of the next generation of stormtroopers. It was sometimes even classified as a bipedal tank.

The Phase III trooper's standard weapon complement included a large handheld assault cannon and two shoulder-mounted seeker missile launcher racks that were hidden under the suit's shoulder plates when not in use. They were issued additional fragmentation grenades, thermal detonators, and concussion grenades. Phase III Dark troopers wore black armor made of the nearly indestructible metal phrik, mined on the moon Gromas 16. It provided superior protection against enemy fire including energy weapons such as lightsabers. Some of the Phase III Dark Troopers also were equipped with an array of integrated weaponry, including a pair of dual blaster cannons, two in each wrist, and six PLEX rocket tubes located under the shoulder plates, three per shoulder.


The Phase III troopers were the ultimate battle droid: an amalgam of a clone's creativity, unpredictability, and initiative combined with the resilience and firepower of a heavy battle droid. However, it could also serve as an exosuit for living soldiers.

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When the droid drops below half its hit points (85), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (85), the Phase III Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase III Dark Trooper is designed to be used as a combat exoskeleton as well as a fully autonomous droid. If the Dark Trooper is being used as armor, the individual’s Str and Con mods are replaced by those of the suit. It also replaces condition immunities and damage resistances/immunities with the ones of the individual using it.

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If the Phase III Dark Trooper fails a save, it can choose to succeed instead.

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The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

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The Phase Three Darktrooper can make four Assault Cannon or strike attacks or two Shoulder Missile Launcher attacks.

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Ranged Weapon Attack +7, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The Phase III Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Ranged Weapon Attack +7, Range 240 ft., One target. Hit : 7 (1d8+3) kinetic damage.

Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 9 (2d8) kinetic damage on a failed save.

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.

The Dark Trooper unleashes a salvo of micro missiles at a point within 240ft. Every creature within thirty feet of the point chosen must make a Dexterity saving throw (DC 15), taking 35 (10d6) Kinetic Damage on a failed save or half as much on a successful one.

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.

The Dark Trooper throws a grenade choosing a point within 40 feet, each creature within 10 feet must make a DC 12 Dexterity saving throw, taking 14 (4d6) on a failed save or half as much on a successful one.

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 7 (2d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 17 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 17 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to four Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NjIzZmRkMTQ0NDIx","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal has advantage on saving throws against force powers.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

The Mnggal-Mnggal makes 2 pseudopod attacks.

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Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage plus 7 (2d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 17). A grappled target takes 7 (2d6) acid damage at the start of its turn.

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.

The Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 14 Dexterity saving throw or take 11 (2d10) acid damage on a failed save. A target that failed the save must make a DC 16 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NmNmZTMxMzUzMGVj","flags":{},"name":"Engulf","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

The Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d6+5) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZThhNzVhMzk3Yjll","flags":{},"name":"Infect Host","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

The Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 15 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 16 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"ZjdiZDBkNjg0MjAz","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"MjkzZTM0ZmE2ODZj","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000}]} +{"_id":"JlYNFQhxggrilQa5","name":"HK Series, HK-47","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"armor plating"},"hp":{"value":75,"min":0,"max":75,"temp":0,"tempmax":0,"formula":"10d8+30"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","speed":{"value":"40 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":75,"min":0,"max":75},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

\"Statement: I see you have purchased me, master. I find this a satisfactory arrangement. Am I to accompany you now? Shall I kill something for you?\"

―HK-47 to Revan

Manufacturer
  • Czerka Corporation
  • Confederacy of Independent Systems
CostNot available for sale (estimated 24.000 credits)
Height1,8 meters
GenderMasculine programming
Sensor colorOrange
Plating colorRusty red
ClassAssassin/protocol droid
Degree4th degree droid

The HK-series assassin droid, also known as the HK series protocol droid, was a series of combination of assassin droids and protocol droids. The series designation stands for \"Hunter Killer,\" befitting their primary functions as assassins. They were originally manufactured by Czerka Corporation, then eventually by the Confederacy of Independent Systems.[2] Their ability to perform the functions of a protocol droid became a major reason for their unmatched lethality, as they could and would often act as normal (if quite sinister looking) protocol droids, thus concealing their true function and allowing them to get closer to intended targets.

History

Old Republic era

The first HK droid was Czerka Corporation's prototype HK-01. This progenitor of all HK-series droids was responsible for the Great Droid Revolution on Coruscant. He was destroyed by the Jedi Master Arca Jeth and the revolt was ended.

Seeing the effectiveness and potential of the HK series after witnessing the havoc HK-01 caused, the Czerka Corporation improved the design into the HK-24 series assassin droid. The HK-24 met little success on the market, as few had want of an assassin droid. Czerka halted production of the HK-24 and sold the entire remaining inventory to Arkoh Adasca, the head of Adascorp. Arkoh deployed the HK-24s to capture Gorman Vandrayk and as guards of various prisoners. The HK-24s were finally all destroyed during the First Battle of Omonoth while trying to protect their owner.

A unique, custom model, HK-47, was constructed by Revan shortly after the Mandalorian Wars using schematics of the HK-24. Despite looking more similar to the HK-01 prototype, HK-47 was much improved over the HK-24, and successfully assassinated several targets, including many Jedi. This was due to HK-47's extensive knowledge of how Jedi behaved and how to best counteract their Force abilities. Due to his large degree of autonomy and adaptive programming, HK-47 went on to become the longest surviving, most infamous, and most effective of the HK series.

Due to the effectiveness of HK-47, Revan also designed the HK-50 series assassin droid. With the HK-50s, Revan improved their armor and weapon proficiency, installing high yield explosives within their chassis, improving their self-maintenance capabilities and removing the static from their vocabulators. While the HK-50s were in many ways an improvement on HK-47, they were designed more for mass casualty infliction than their predecessor as they preferred killing as many targets with as little effort as possible. Originally designed to infiltrate and destroy Republic ships that would not defect to Revan's cause, Revan was defeated before he could deploy them. The HK-50s were instead deployed to capture any survivors of the First Jedi Purge after G0-T0 discovered them. The Jedi exile, Meetra Surik, was the primary target of the HK-50s and they pursued her across the galaxy, killing any who got between them and the exile. Ambushing her on the Republic ship Harbinger, the Peragus Mining Facility, the planet Telos IV, and the moon Nar Shadaa. The HK-50s proved persistent predators, using their greater numbers to their advantage. Sometime after, the Republic banned the ownership, manufacture, and use of HK series droids.

Close to the end of the Great Galactic War, Czerka Corporation manufactured several HK-51 droids at the behest of the Sith Empire. The HK-51s were designed for precision, specific assassinations, instead of mass casualties that the HK-50s preferred. Improving massively over their predecessors, HK-51s came preinstalled with a variety of weapons and abilities. Beyond a 21% improvement in blaster accuracy and thicker durasteel armor over the HK-50 model, HK-51s also came with micro-missile launchers instead of previous model's flamethrowers, a stealth field generator, greater mobility, and improved protocol functions. The HK-51s also had unique failsafes of their programming. The first caused the unit's assassination protocols to degrade, severely affecting their combat performance, until the HK-51 could no longer function at all, unless the HK-51 successfully assassinated a highly important figure in Republic Space. An exploitable flaw in this was that the subroutine did not specify who the target was loyal to. The second was a loyalty subroutine which would cause the HK-51 to be only loyal to a single owner and whoever that owner authorized. This was to prevent the HK-51 from being reprogrammed to assassinate their owner. One of the few, if only, shipments of HK-51s was stolen by the Dread Masters and was shot down onto the planet Belsavis where it sank into the ice. The crash caused almost all units onboard to be irreparably damaged and the ship was undiscovered until years after the war. After the ship's rediscovery, a spacer who would become known as The Outlander managed to repair and reactivate the sole salvageable HK-51 and had the droid serve as their personal assassin and bodyguard during their travels. HK-51 later joined the Eternal Alliance, and was found talking to a drunken Tora who had mistook him for HK-55.

During the Galactic War, a small number of an unknown model HK droids (labeled \"Imperial Shock Droids\") were dispatched by the Sith Empire to help protect a captured smuggler's hanger on Corellia. Despite proving to be tougher combatants than any surrounding Imperial troops, these HK units were destroyed by a trooper from the Republic's Havoc Squad special forces unit.

Sometime after the appearance of the Eternal Empire, a droid called HK-55 was assigned to Lana Beniko as her bodyguard during her mission into Zakuul to free the Outlander. Unlike previous models HK-55 was designed and programmed as a bodyguard, instead of an assassin. His primary programming was to protect those in his charge against any and all threats, as well as assist them with daily operations. Thus his programming was closer to a steward droid that any previous model. After Lana freed the Outlander and their ship crashed, HK-55's sensors detected a massive unknown object with a large power source. He and the Outlander investigated, during which the Outlander inquired more about the droid. After locating the object and identifying it as the mythical \"Gravestone\" starship, HK-55 assisted with its repairs, as well as performing defensive patrols against hostile wildlife or Zakuul military forces. Once the repairs were complete, as well as fighting off the Zakuul forces that discovered them, HK-55 and the rest of the crew successfully managed to escape Zakuul onboard the Gravestone. After escaping into hyperspace (the trip being short-lived due to the Gravestone's hyperdrives being in a poor state of repair), the crew landed at the outlaw port of Asylum. HK-55 accompanied the Outlander on a few of his missions around the port, one of which wound up with a ion wall disabling him and erasing his memory of the past several hours. When Zakuul forces, lead by Emperor Arcann himself, attacked the port, HK-55 and Koth Vortena planted several explosive traps and ambushed teams of Zakuul forces while the Outlander worked to free the Gravestone from Asylum's gravity tethers. HK-55 was seemingly destroyed when he sacrificed himself to save the Outlander by throwing himself between the Outlander and a powerful force attack launched by Arcann. Due to wounds suffered in the battle, the Outlander was unable to recover HK-55's body. If asked if HK-55 had a back up, Lana Beniko responds that he specifically refused to have one made as he did not wish to live forever. SCORPIO quips that the HK-55 was an inferior droid, provoking a death threat from Lana Beniko. The Outlander states that HK-55 died as a true hero.

HK-55 was later repaired (the repairs were a little improvised, presumably due to HK parts being quite rare), but his memory core was beyond salvaging and needed a complete replacement. This left him amnesiac and in need of new assassination protocols. The Outlander helped retrain/reprogram him and he was soon back to combat duty. HK-55 was later stolen by the terrorist known as the Shroud. While making his escape to reunite with the Outlander, HK-55 encountered a duplicated HK-47's head (including memory and personality cores). This explained how HK-47 had been re-encountered across the galaxy, despite being seemingly destroyed several times. The duplicated HK-47 was destroyed when a war bot attacked HK-55. Near his escape, HK-55 fought against another HK-55, one built from copies of his designs, memories, and personality, although this HK-55 was programmed to be loyal to the Shroud. Despite being freshly produced, the duplicated HK-55 is defeated by his template, but not before activating the Shroud's hideout's self-destruct. While the Duplicate shut down from combat damage and was presumedly destroyed in the explosion, the original HK-55 managed to escape and returned to the Outlander's side.

During the war with the Eternal Empire, the bounty hunting guild \"GenoHaradan\" attempted to assassinate the Outlander and Sith Empress Acina on Dromund Kaas. During the attempt, the GenoHaradan deployed several HK units, called GenoHaradan Assassin Units, to assist them in their hunt. These HK units proved outmatched by their quarry and were destroyed.

An unknown HK unit was owned by Sith Master Darth Scabrous. This HK was highly modified (able to withdraw and analyse blood samples with a built in syringe, as well as having several onboard weapon systems like a mortar cannon) and had gained full sentience. Due to this, Scabrous had a restraining bolt installed onto the HK to keep him subservient. During the \"blackwing\" virus outbreak at Scabrous's Sith Academy on Odacer-Faustin, the HK's restraining bolt was removed. He swiftly rebelled against his former master by assisting several of Scabrous's prisoners escape the Academy. To prevent his new-found allies' ship from being shot down by the Academy's defense cannons, the HK sacrificed itself by reprogramming the cannons to fire on Scabrous's tower (where the cannon's controls, and the HK itself, were located). A unique quirk with this HK unit was that, once its restraining bolt was removed, it ceased to preface its dialogue with the purpose of the sentence (i.e. Statement, Query, Thinly-Veiled Mockery, etc).

Clone Wars and Galactic Civil War history

Eventually, the knowledge of the HK series became lost to time. This was until members of the Confederacy of Independent Systems discovered the wreck of a ship on Mustafar that contained the deactivated HK-47. Quickly realizing that HK-47 was superior than any droid they had ever seen (due to them activating HK-47 and the ancient droid proceeding to effortlessly slaughter several engineers and B2 battle droids), the engineers proceeded to build newer models that combine elements of HK-47's design with designs from their current battle droid models. They produced several prototypes including: HK-57s, HK-58 Aurek and HK-58 Besh, HK-67s, and the HK-Taskmaster, before settling with the HK-77s. These versions of the HKs were more similar to battle droids than their predecessors were, being meant for more frontline combat. They had blasters attached to the ends of their arms, hindering them from posing as protocol droids, and they were not as deadly or armored as their predecessors. Unfortunately for the Separatist engineers, Darth Vader arrived on the planet under the orders of the newly christened Emperor Palpatine and killed every member of the engineering team. HK-47, having had his data drive, behavior core, and personality core uploaded to the ship wreck before his body was taken by the engineering team; as well as the new HK battle droids, lay undiscovered for over 20 years. Upon rediscovery by a group of spacers, HK-47 managed to convince them to help him take control of the old droid factory. The group succeeded in their missions, only to be double crossed by HK-47. He used the droid factory to create a new body that was similar to his old one, installed himself into it. HK-47 then went on to gather all the old droids, including the various HK battle droids, to begin a war with all organic life. HK-47 ultimately failed as the spacers managed to destroy his factory, his army, and his body; but not before he managed to upload his consciousness to parts unknown.

Several HK-77 units were later recovered from Mustafar. Many of these units were reprogrammed and refitted as fire fighting droids via replacing their blasters with fire extinguishers and coating them in heat resistant chemicals. Another popular modification among the criminal underworld was to replace a HK-77's blasters with hands, increase their ability to calculate odds, and install data of gambling games, before using them as proxies for gambling events.

In the aftermath of the Battle of Hoth, several HK assassin droids were spotted on the ice planet.

HK protocol pacifist package

Sometime during the development of the HK-series, a module was developed that suppressed a HK's combat and assassination protocols. It appears to have been made to convert HKs into regular protocol droids, as opposed to their dual nature of assassin/protocol, probably in an attempt to better market the units.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Once per turn, the assassin droid can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the assassin droid that isn't incapacitated.

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If the assassin droid fails a saving throw, it can choose to succeed instead.

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Until the start of its next turn, the assassin droid has a +5 bonus to AC. This includes the triggering attack.

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.

The assassin droid makes three weapon attacks.

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Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 9 (1d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"Yjk5MmQ2MDYyMGMy","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"MWIzZmRhYTlhYjdk","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

.

The assassin droid makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"Y2ZkZDg0YWEwNGRh","flags":{},"name":"Detect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

.

The assassin droid makes a Wisdom (Perception) check.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YTkzZmM4NTEwZGMz","flags":{},"name":"Rocket Boost","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

.

The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000}]} +{"_id":"JuFKdba7YGWRDvPg","name":"Swoop","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":""},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"6d10-6"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","speed":{"value":"0 ft","special":"fly 90 ft"},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":10,"min":0,"max":0}},"details":{"biography":{"value":"

Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

Speeder bikes, also known as jumpspeeders, were open-air repulsorlift vehicles that emphasized speed and maneuverability over stability. A typical speeder bike had a maximum altitude of 10 meters (32 feet) and could thus maneuver deftly over very rough terrain. Some companies manufactured extras like sidecars for speeder bikes. 

Swoop

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

A swoop, or swoop bike, was a type of repulsorlift\nvehicle designed for speed. In essence, it was a more\ndangerous version of a speeder bike that both its\nenthusiasts and its detractors described as an \"engine\nwith a seat.\" Although more powerful than speeder\nbikes, swoops were crude and lacked nesse. They\nwere hard to control, requiring instinct, strength, and\ntiming. Swoops were capable of traveling at over six\nhundred kilometers per hour. While some could travel\nseveral hundred kilometers above a planet's surface,\nthey generally kept a low altitude.\n

\n\t\t\t\t\t

Swoop races were popular on many planets across\nthe galaxy and were loved for their excitement and\noutlaw image. Swoops were to speeder bikes what\nairspeeders were to landspeeders. Swoops were often\nused by gangs and criminals, and such organizations\nbore the mantle of swoop gang. After the Galactic\nEmpire outlawed podracing, swoop racing became the\nfavored alternative. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/416_-_Swoop/avatar.webp","token":{"flags":{},"name":"Swoop","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/416_-_Swoop/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"JuFKdba7YGWRDvPg","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":27,"max":27},"bar2":{"value":10,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2Q1NDJkZDYxNmNj","flags":{},"name":"Quick Escape","type":"feat","img":"systems/sw5e/packs/Icons/monsters/416_-_Swoop/avatar.webp","data":{"description":{"value":"

The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The construct requires a successful pilot skill check (DC 15) for the pilot to take an action, bonus action, or reaction while piloting the vehicle. On a failure, the pilot does not succeed in performing the desired action or reaction. If the roll fails by 10 or more, the pilot immediately loses control of the Swoop and crashes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MjUxYTdlN2YxNmZh","flags":{},"name":"Redirect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/416_-_Swoop/avatar.webp","data":{"description":{"value":"

If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZDQ5ZTM5MDlmYzZk","flags":{},"name":"Evade","type":"feat","img":"systems/sw5e/packs/Icons/monsters/416_-_Swoop/avatar.webp","data":{"description":{"value":"

If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NzkzNjJiZjAyZjVl","flags":{},"name":"Doubledash","type":"feat","img":"systems/sw5e/packs/Icons/monsters/416_-_Swoop/avatar.webp","data":{"description":{"value":"

.

As an action, the construct can travel at up to two times its speed in addition to its normal movement.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} +{"_id":"Jw0IactIkto6UCu2","name":"Mandalorian Enforcer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"19","min":0,"formula":"composite armor, medium shield generator"},"hp":{"value":136,"min":0,"max":136,"temp":0,"tempmax":0,"formula":"16d8+64"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":136,"min":0,"max":136},"bar2":{"value":19,"min":0,"max":0}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the enforcer can move up to its speed toward a hostile creature that it can see.

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The enforcer has advantage on saving throws against being frightened.

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The enforcer deals one extra die of damage with its weapons (included).

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When a creature the enforcer sees attacks a target other than itself that is within 5 feet of itself, it can use its reaction to impose disadvantage on the attack roll.

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.

The enforcer makes two vibroblade attacks and one shield bash.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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.

The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ManufacturerBlasTech Industries
TypeBlaster cannon

The Ax-108 \"Ground Buzzer\" surface-defense blaster cannon was a type of blaster cannon and the primary antipersonnel weapon of the Millennium Falcon during its ownership by Han Solo. It could be manually operated or set for automatic targeting. The blaster cannon was manufactured by BlasTech.

Description

The \"Ground Buzzer\" had a rate of fire of 12 energy-bursts per second.

The \"Ground Buzzer\" aboard the Millennium Falcon could be operated manually from either the cockpit or by a handheld remote, or automatically via the ship's computer. In the latter instance, the Ground Buzzer's targeting computer was programmed to not fire at the Falcon's crew or allied forces, and it was also programmed to avoid hitting any part of the Falcon, including the ship's landing legs. The weapon was included with targeting sensors that sought out energy signatures from enemy weapons, with the built-in computer also determining which targets pose the most immediate threat prior to opening fire. It was also installed with a dedicated generator that ran independently from the Falcon's generator, in order to ensure that the weapon is still operable even if the Falcon's other electrical systems were shut down or otherwise have been temporarily disabled.

History

Han Solo, when making preparations for the Millennium Falcon to escape Hoth during the Battle of Hoth with Leia Organa, C-3PO, and Chewbacca, utilized the \"Ground Buzzer\" to hold off an advance of Snowtroopers from the 501st Legion long enough for the take-off preparations to be completed. Just prior to activating the cannon, Solo, in response to Organa's protest that the Falcon cannot get past the Imperial blockade, commented that the ship still had its surprises. Solo had implemented the blaster cannon onto the Falcon as a concealed weapon specifically to discourage sneak attacks while the Falcon was grounded.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The sentry gun uses its Intelligence modifier for attack, damage, and initiative rolls.

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.

The sentry gun sprays a 10-foot-cube area within 100 feet with shots. Each creature in the area must make a Dexterity saving throw (DC 14). On a failure, the creature takes 9 (1d12 + 3) energy damage. On a success, the creature takes half damage.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the initiate can move up to its speed toward a hostile creature that it can see.

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The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The initiate deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The initiate soldier makes two weapon attacks.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 10 (2d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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The leviathan uses Lightning Storm.

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\"What's the last thing to go through an Imperial scout trooper's head when he hits a tree? His afterburner.\"

- Joke told by Rebel forces on Endor

ManufacturerAratech Repulsor Company
ClassSpeeder
Cost
  • 8.000 credits (new)
  • 1.800 - 3.000 credits (used)
Length3 - 4,9 meters

The 74-Z speeder bike, sometimes referred to as the Imperial speeder bike due to its use by scout stormtroopers of the Galactic Empire, was a speeder bike manufactured by Aratech Repulsor Company used for reconnaissance purposes, as well as rapid transportation in combat zones.

Characteristics

They were capable of reaching speeds up to and beyond five hundred kilometers per hour, and had a flight ceiling of twenty-five meters. 74-Zs were the military variant of the civilian 74-Y. They were controlled by handlebars located towards the front of the vehicle, and foot pedals slung underneath adjusted speed and altitude.

The highly maneuverable vehicles were equipped with sensor and communications devices located between the handlebars, including a comlink and a comlink-jamming device. The speeder was equipped with terrain-following sensors that linked up with the HUD in the driver's helmet.[10] They were armed with a forward rotating blaster cannon for combat.

They were also equipped with a very powerful boost that could propel them over vast distances in a shorter amount of time. In addition, the 74-Z was stripped down to just its fundamental components, namely the engine and steering vane, in order to increase its overall speed, and as such a single, scaled-down, forward-facing blaster cannon was fixed on the undercarriage. Rebel ace pilot Wedge Antilles admitted that he was uncomfortable piloting them due to being essentially an engine and a steering vane.

History

Used by the Galactic Republic during the Clone Wars along with the younger BARC speeders, these speeder bikes saw action on many worlds. The bike was first used during the Battle of Geonosis. The 74-Z was capable of being deployed from LAAT/i gunships. On the planet Saleucami, Jedi Master Stass Allie was killed by her own troops while riding a 74-Z bike. It was also used by the Confederacy of Independent Systems.

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The construct suppresses all electronic communications devices within 60 feet of it.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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.

The construct makes two attacks with its blaster cannon.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The narglatch was a stealthy apex predator which could be found in diverse environments, such as the Gungan swamps of Naboo or the frozen tundras of Orto Plutonia.

DesignationNon-sentient
ClassificationFeline
Average length6,23 meters
Homeworld
  • Naboo
  • Orto Plutonia

Biology

The narglatch male had additional fleshy spikes, while females were smoother and slightly smaller. They both had non-retractable claws and a fan-like tail that acted as a rudder during high-speed chases and turns. The narglatch also had densely padded feet that made for silent footfalls.

Males and females only commingled during mating season. Females were more fierce hunters than males, but males could chase a female from her kill.

A pregnant narglatch always gave birth to twins, one of each gender. Since young narglatch could hunt immediately upon birth, mothers abandoned them. Cubs hunted together until maturity, making themselves less vulnerable to such Naboo creatures, as saw-toothed granks, veermoks, and even more mature male narglatch. As they approached maturity, the cubs separated.

A solitary hunter, narglatch silently stalked and quickly killed its prey, usually kaadu or jimvu. Narglatch generally avoided deep water, although they were capable swimmers should the need arise. One of the few creatures they actively avoided were zalaacas.

History

On the frozen world of Orto Plutonia, the narglatch were used as mounts by the primitive Talz. On Naboo, the Gungans would ride the sure-footed beasts across their planet and into battle. Though strong and fierce, the narglatch could easily be felled by blaster fire. The Orto Plutonian variety of narglatch was differentiated from the Naboo by a mane of fleshy tendrils or protrusions.

Cubs were frequently seen as cute and taken as pets, but became very dangerous as they matured. Escaped narglatches were a threat on Coruscant.

Circa 1 ABY, the hunter Walker Luskeske asked a spacer to kill narglatches in the Gallo Mountains on Naboo and bring him fangs as trophies. In the meantime, a shuttle crashed in the Gallo Mountains. Tanoa Vills requested a spacer to eliminate rabid narglatches, including Grizzlefur, that gathered at the crash site in order to salvage research equipment.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":3,"powerLevel":0,"xp":{"value":700},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Ion And Kinetic From Unenhanced Weapons"},"dv":{"value":[],"custom":"Energy"},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 15","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":2,"ability":"dex","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/096_-_Narglatch/avatar.webp","token":{"flags":{},"name":"Narglatch","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/096_-_Narglatch/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"KGEDIctlqOa21cc3","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":60,"max":60},"bar2":{"value":14,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NGQxZWE2MDQ0ZGM3","flags":{},"name":"Shadow Stealth","type":"feat","img":"systems/sw5e/packs/Icons/monsters/096_-_Narglatch/avatar.webp","data":{"description":{"value":"

While lightly or heavily obscured, the narglatch can take the Hide action as a bonus action.

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The narglatch has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YjJkYTdjZWM2NGVi","flags":{},"name":"Pounce","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/096_-_Narglatch/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the narglatch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the narglatch can make one bite attack against it as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 13 (2d10+2) kinetic damage.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage

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\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

  • Bolgoink clan (Gamorr)
  • Bk'trugh clan
  • Gakfedd clan (Pzob)
  • Glonnk clan (Gamorr)
  • Groogrun clan (Gamorr)
  • Jugsmuk clan (Gamorr)
  • Klagg clan (Pzob)
  • Norgk clan (Gamorr)
  • Rogak clan (Gamorr)

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

  • Arg'garok vibro-axe (mid-range)
  • Blaster carbine (long range)
  • Cleaver (short range)
  • Dueling knife (long range)
  • Power gauntlets (special)
  • Thogk club (short range)

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, the Gamorrean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZTBjYTE5MjE1Yzhj","flags":{"entityorder":{"order":211}},"name":"Brutal Critical","type":"feat","img":"systems/dnd5e/icons/skills/red_12.jpg","data":{"description":{"value":"

When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"N2ZiMjllMWUyNjk5","flags":{},"name":"Vibroaxe","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/373_-_Gamorrean_Warrior/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (1d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} +{"_id":"KNJzwAnA3al0tLd5","name":"Mynock","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0,"formula":"2d6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"5 ft","special":"fly 40 ft"},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":7,"min":0,"max":7},"bar2":{"value":14,"min":0,"max":0}},"details":{"biography":{"value":"

\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock can survive in any type of atmosphere or vacuum.

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If the mynock attaches itself to a piece of equipment that needs energy to function, that piece will stop working until the Mynock is removed.

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The mynock has advantage on an attack roll against a creature if at least one ally of the mynock is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The mynock attaches to the target. If attached to a droid or construct, at the start of each of the mynock's turns, the target loses 5 (1d4 + 3) hit points due to energy being drained. The mynock can detach itself by spending 5 feet of its Movement. It does so after it drains 10 Hit Points of energy from the target or the target dies. A creature, including the target, can use its action to detach the Mynock.

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\"There's assassin probes down here!\"

- Anakin Skywalker

ManufacturerTechno Union
ClassAssassin droid
Degree4th degree droid
Sensor colorRed
Plating colorGray

The SD-K4 assassin droid, also known as the assassin probe, was a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

Characteristics

A fourth class droid, the SD-K4 assassin droid was designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes moved quietly on eight razored legs they could use to lurk silently in for the kill. They were equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 could release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.

History

Manufactured by the Techno Union, SD-K4 assassin droids were used by the Confederacy of Independent Systems during the Clone Wars. As the Galactic Republic's highest echelons began disappearing, it suspected the use of assassin probes. In the year 21 BBY, Tal Merrik, senator of Kalevala and a secret Death Watch sympathizer, smuggled three SD-K4s aboard the spaceliner Coronet to assassinate Satine Kryze, duchess of Mandalore. However, the trio and their probe killers were destroyed before they could eliminate their target, though not before killing several of her clone trooper security detail.

After the Clone Wars, the Techno Union was absorbed by the Galactic Empire, who used their assassin probes during the Galactic Civil War. The Rebel Alliance also modified some for combat and provided them to Saponza's Gang.

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During its first turn, the assassin droid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin droid scores against a surprised creature is a critical hit.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The assassin droid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

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The assassin droid can transport a maximum of 1 Probe Killer Swarm, which it can deploy using its Deploy Probe Killers action.

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When the droid reaches zero hit points, it may immediately take the deploy probe killers action.

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The assassin droid makes two leg slash attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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.

This droid swarm appears in any space within 5 feetof the assassin droid.

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\"Is that… the head of an old tactical droid?\"

\"These droids were great at finding things, calculating. Found my master and I a few times when we didn't want to be found.\"

- Kanan Jarrus and Ahsoka Tano

ManufacturerBaktoid Combat Automata
ClassTactical droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine or feminine programming
Sensor color
  • Red
  • White
  • Yellow

T-series tactical droids, also referred to as T-1s, were a model of tactical droid manufactured by Baktoid Combat Automata. Used by the Confederacy of Independent Systems during the Clone Wars, T-1s aided in the coordination of their military, acting as advisors and often generals for their superior officers. The droids were deployed across the galaxy in many key battles of the war such as those at Christophsis and Ryloth, as well as the Second Battle of Geonosis.

Ruthlessly intelligent, T-1s mostly steered clear of the war's front lines and instead commanded their troops from various Separatist headquarters. They exhibited independence larger than that of their B1 battle droid comrades and, although they were loyal to the Separatist cause, they were not afraid to abandon their superiors to guarantee their own survival.

Later on in the Clone Wars, the more advanced super tactical droid was introduced but its predecessor still saw continued use up until at least 19 BBY. Despite the galaxy-wide deactivation of the droid army at the end of the war, remnants of the T-series could still be found well into the Imperial Era. During the early rebellion against the Galactic Empire, former Jedi Padawan Ahsoka Tano provided the crew of the Ghost with the head of a T-1, to aid them in their search for former Clone Captain Rex on Seelos.

Description

\"I calculate the remaining clones are attempting a desperate final offensive. Their chances of success against us are 742 to 1.\"

\"You had better be right.\"

\"I am a droid. I am always right.\"

- TX-20 and Emir Wat Tambor, during the Battle of Ryloth

T-series tactical droids, also referred to as T-1s, were humanoid fourth class tactical droids standing at a height of 1.93 meters tall. They were manufactured by Baktoid Combat Automata, the company that also developed the B1 battle droid, among a host of other droids specialized in warfare. Compared to the standard B1s who served under them, they were boxier in appearance and often sported varying color schemes.

T-1s were designed to avoid the front lines and calculate battle strategies from the safety of flagships or other fortified locations. They were prone to expressing their superiority over all other droid models, due to their often high positions in military hierarchy. They were even known to sacrifice a large number of their own troops if they got in the way and leave behind their superior officers to survive. Additionally, their reliance on precise calculations meant they lacked imagination when dealing with unexpected situations, and soon enough the Galactic Republic began to exploit this in the Clone Wars. Although they were rarely seen engaged in combat, some T-series were observed wielding E-5 blaster rifles.

History

Clone Wars

\"I calculate they will reach the main gates by morning. I recommend we prepare a retreat.\"

- TA-175 to Wat Tambor, during the Battle of Ryloth

T-series tactical droids served an important advisory role among the forces of the Confederacy of Independent Systems during the Clone Wars against the Galactic Republic. Highly intelligent, they were often given full authority over Separatist military elements by their commanding officers. The droids were utilized in many early battles of the war including the Battle of Christophsis and acted as both commanders of the Separatist Droid Army and the Confederacy navy. In 21 BBY, at least three T-series tactical droids were used by the Separatists during the Christophsis campaign. TI-99 served Harch Admiral Trench aboard his flagship, the Invincible, and fortified the Separatist blockade above the planet. Additionally, TJ-55 and his battalion of droids thwarted a Republic ambush in the capital city of Chaleydonia and another T-1 served under the command of Supreme Leader Asajj Ventress.

During the Battle of Ryloth, TX-20 demonstrated the T-series' capacity for ruthlessness, in the Separatist defense of the city of Nabat. Using the city's population as living shields against the Republic's clone troopers, he forced the Republic forces to enter Nabat without explosive devices. Ultimately however, TX-20's arrogance blinded him and he underestimated Jedi General Obi-Wan Kenobi and his own Twi'lek prisoners, which consequently cost him his life. TA-175 also served the Separatists during the Ryloth campaign and acted as Emir Wat Tambor's adviser after TX-20's destruction. From his headquarters in Ryloth's capital city of Lessu, he recognized the threat of the Republic presence on the planet. When Count Dooku ordered Tambor to withdraw from Ryloth, TA-175 was eager to obey the Sith Lord. He eventually subverted Tambor's command when forces led by Mace Windu and Cham Syndulla attacked the capital, and left the emir to be captured by the Republic. Eventually, a T-series tactical droid was a prisoner in the Republic Center for Military Operations.

In response to their inflexibility, the new super tactical droid model was introduced as an improved successor to the T-1s during the war's later stages. These new droids were larger, more resistant to damage and even considered themselves superior to their organic counterparts. The T-series continued to see use in the war despite the super tactical droid's introduction, as several served during the Battle of Anaxes in 19 BBY. One such droid reported directly to Admiral Trench, who led the Separatists' campaign there.

Early rebellion against the Galactic Empire

\"How in all the galaxy is that droid gonna find your friend?\"

- Ezra Bridger to Ahsoka Tano

In the final hours of the Clone Wars, the newly christened Sith Lord Darth Vader sent a message to the Trade Federation on behalf of Darth Sidious, which called for the deactivation of the Separatist Droid Army. Despite this, former Jedi Padawan Ahsoka Tano obtained the head of a T-1 at some point in time. During the early rebellion against the Galactic Empire, Tano became an integral part of the Phoenix rebel cell. In 4 BBY, she gave the T-series head to the Spectres to aid them in their search for her friend, former Clone Captain Rex, on the planet Seelos. The Spectres were able to feed the head power, at which point it scanned for a signal while simultaneously listing a set of numbers over and over again: 7567. Unbeknownst to the Spectres, the numbers were a reference to Captain Rex's former clone trooper designation and shortly thereafter, the Spectres homed in on a modified AT-TE, the source of the signal and Rex's new home.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The T-series Tactical droid can innately cast the following tech powers (tech save DC 14): assess the situation, encrypted message, on/off, alarm, element of surprise (3/day), repair droid, stack the deck

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The tactical droid can enter a state of higher programming as an action. While concentrating, the droid can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This lasts for 1 hour.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} +{"_id":"Kkgdr8RZMkCjprAq","name":"**Jedi Youngling","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":""},"hp":{"value":4,"min":0,"max":4,"temp":0,"tempmax":0,"formula":"1d6"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","speed":{"value":"25 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":4,"min":0,"max":4},"bar2":{"value":10,"min":0,"max":0}},"details":{"biography":{"value":"

Jedi younglings are divided into ten clans consisting of approximately twenty students. Among these groups is Bear Clan, a class of younglings between the ages of four and eight. The youngling clans remain as one unit, living and training together, until the time comes to go their separate ways as Padawan learners. The younglings who are not chosen to become Padawans are supervised by the Council of Reassignment.

Upon joining a clan, younglings begin their basic training in the Jedi arts. Their lessons include various tests and rituals that had to be completed in order to advance to the higher levels of the Jedi arts. Between the ages of four and eight, younglings acquire the basic skills of lightsaber combat using low-powered training sabers to practice the deflection of blaster shots fired by training droids.


The next step in their progress as aspiring Jedi is the construction of a genuine lightsaber—the signature weapon of the Jedi which first requires a kyber crystal. This lesson ultimately leads to the creation of the Gathering; an ancient and significant tradition that began centuries before the events of the Clone Wars, the Gathering tested the younglings' ability to locate their particular crystal through the Force. It requires younglings to travel off-world from the Jedi Temple on Coruscant to the Crystal Cave of Ilum, a frigid world located in the Unknown Regions and most sacred to the Jedi Order. After acquiring their crystal, the younglings have to use the Force to telekinetically combine all of the necessary components into a lightsaber.


The task of educating younglings in the proper construction of a lightsaber is the duty of Huyang; an architect droid professor based out on the Jedi vessel, the Crucible, he has personally overseen the creation of lightsabers by younglings of a thousand generations.

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Jedi Youngling is a 1st-level forcecaster. His forcecasting ability is Wisdom (force save DC 11, +3 to hit with force attacks, 5 force points).

Jedi Youngling knows the following force powers:

At-will: affect mind, force disarm, force push/pull

1st level: breath control, disperse force, heroism, sense

emotion, sense force

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NTdiMzk5ODYzMmEz","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +0, Reach 5 ft., One target. Hit : 3 (1d6) energy damage

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\"Skkrrreee!\"
- Ki-Adi-Mundi's aryx attacks several thugs
DesignationNon-sentient
ClassificationBird
Feather colorBlue and white
Eye colorBlack
Homeworld
Cerea
DietCarnivore
Aryx were a species of non-sentient, warm-blooded avians that lived on the planet Cerea. The species was carnivorous, and when at full height, aryx were far taller than Cereans, the sentient species with which they shared their homeworld. Aryx possessed a large yellow beak and a pair of black eyes on their head as well as a large tuft of feathers at the back of their skull. Feathers also covered the rest of their bodies, including a pair of wings on either side of their torso, but excepting the aryx's pair of legs, which were yellow in color like their beak. Each leg ended in three digits, two at the front of the foot and one at the back, each of which had a black talon at its end. Aryx feathers could be white and blue in color, with some individuals having only white feathers and others having a mix of the two colors.

Aryx were domesticated and ridden by the Cereans, who used them as individual transports when moving around on the vast grassy plains of their homeworld or within cities. Whilst being ridden, the birds wore saddles for their riders to sit on and had reins for the rider to control them with attached to their beaks. One Cerean who rode an aryx was the Jedi Knight Ki-Adi-Mundi whilst he was on Cerea. He rode it after returning to the planet shortly after reaching knighthood in the Jedi Order. During this visit, he was accused of murder but was acquitted and sent to capture the true culprit, another Cerean, named Maj-Odo-Nomor. Whilst attempting to track down Nomor, he rode his aryx to Outsider Citadel, a city built for off-worlders on Cerea, to meet an informant who might be able to help him with the case. Whilst he was there, a group of thugs attacked the Jedi, who used the Force to summon his aryx to defend him. The bird attacked the thugs and was able to wound several of them with its talons and throw others away from the combat. After the fight, Mundi calmed it again with the Force.
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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The Ewok Warchief deals one extra damage die when it deals damage with a melee weapon (included).

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The Ewok Warchief has advantage on Wisdom (Perception) checks that rely on smell.

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The Ewok Warchief can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The Ewok Warchief has advantage on an attack roll against a creature if at least one of the warchief's allies is within 5 feet of the creature and the ally isn't incapacitated.

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As a bonus action, the Ewok Warchief regains 10 hit points.

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The Ewok Warchief has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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As a bonus action, the Ewok can let out a loud warcry to inspire allied ewoks within 30 feet. Until the start of its next turn, all allied ewoks within range add the Warchief's charisma modifier to their attack rolls.

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The Ewok Warchief makes two attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage plus 7 (2d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 6 (1d6+3) kinetic damage plus 3 (1d6) poison damage.

The Ewok Warchief makes 4 attacks.

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\"The case is inconclusive, but the processor doesn't appear to be at fault. The subject claims he committed crimes simply 'for love of money.'\"

- Industrial Automaton investigators after interviewing 4-LOM

ManufacturerIndustrial Automaton
ClassProtocol droid
Degree3rd degree droid
Height1,6 - 1,67 meters
Sensor colorMetallic green
Plating colorGrey

The LOM-series protocol droid was a protocol droid series produced by Industrial Automaton to compete with Cybot Galactica's popular 3PO-series protocol droid.

Characteristics

A model of third-degree protocol droid, Industrial Automaton's LOM-series were designed for the niche alien market, just as Cybot Galactica had attempted with the PD-series protocol droid. If their droid proved successful, Industrial Automaton planned to introduce a Human-based protocol droid within two years. The LOM unit was humanoid in form, but the head, with its large, compound eyes, was structured to look familiar to such insectoid races as the Brizzits, Verpines, Gand, Yam'rii, Vuvrians, and Xi'Dec.

History

Aside from the insectile face, the LOM protocol droid was very similar to the 3PO-series—indeed, Industrial Automaton made crafty deals with companies such as SyntheTech, to use many components initially used by Cybot Galactica. Thus, the LOM-series possessed an AA-1 VerboBrain and a TranLang III communications module programmed with millions of languages; it even had a similar body frame and plating design. Such blatant use of its trademark hardware caused Cybot Galactica to file a number of lawsuits against its rival company. Though their LOM units sold well in limited release, Industrial Automaton's future plans to monopolize the protocol droid market were dashed. The exploits of the notorious bounty hunter 4-LOM did little to elevate the series' status in the eyes of the public.

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If the droid fails a saving throw, he can choose to succeed instead.

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The droid makes two blaster rifle attacks.

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 5 (1d8+1) energy damage

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Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.


Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.


They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.


The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 7 (1d8+3) sonic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The lab-tech is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 20 tech points.

The

employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary

boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image, scorching ray

3rd level: sabotage charges, scramble interface

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

Tech Power: DC 13, range 10 ft., one target. Hit: 13 (2d12) poison damage.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The chief officer is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points.

The chief o􀃞cer knows the following tech powers:(6th

level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame,

poison spray, ward

1st level: absorb energy, energy shield, tracer bolt

2nd level: mirror image, pyrotechnics, translocate

3rd level: diminish tech, explosion, tech override

4th level: corrosive sphere, kolto reserve, salvo

5th level: cryogenic spray, friendly fire, greater translocate

6th level: programmed illusion, security protocols

7th level: cage

8th level: scrambling field

9th level: invulnerability

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The chief officer has advantage on saving throws against tech powers.

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When a creature hits the chief officer with an attack, it takes 4 lightning damage as long as the chief officer is not incapacitated.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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.

The chief officer makes three Electrobaton attacks.

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.

Each creature within 30 feet of the chief officer must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frightened of the chief officer for 1 minute, and has its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The target must succeed on a DC 13 constitution saving throw or take 2 (1d4) lightning damage and become shocked.

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\"Among smugglers and the lower classes, some call them 'Jedi Killers'.\"

- Lido Shan

ManufacturerCestus Cybernetics
ClassSecurity droid
Cost80.000 credits
Height1,5 meters

The JK-13 security droid, unofficially known as the \"Jedi Killer,\" was a JK-series security droid manufactured on the planet Ord Cestus. These droids rose to prominence during a time when they were threatened to be converted into combat droids.

Characteristics

The JK-Thirteen appeared chest-high and divided into sections, giving it a spider-like appearance in its attack mode. So much so that the cave spiders, who used to rule Cestus, thought of them a natural enemy and defeated them allowing Obi-Wan Kenobi and many Desert Wind members to escape from the surprise attack. Its primary weapon was a set of stun tentacles extending from virtually every point on its body: these tentacles could be used to cut an opponent or deliver a disabling charge. Its primary defense was a deflector shield generator-like technology that allowed it to absorb blaster bolts and presumably other weapons fire before it even came into contact with the droid itself.

Like all Cestus Cybernetics droids of its period, the JK-13 was unusually ornate and flexible, with a golden finish and enormous articulation of its tentacles, which could become a fine strand or thicker rope or cable as needed.

The JK-13s were bio-droids: they used a living circuit design incorporating organics into the core processor, which was actually a life-support unit for a creature known as a dashta eel. Because the eels were Force-sensitive, they granted the droid some measure of precognitive abilities. This, in turn, granted it great combat ability; a JK-13 was able to defeat both a destroyer droid and even an ARC trooper nicknamed Sirty, but was defeated by Jedi Master Kit Fisto, though not with ease. Also, it took Obi-Wan Kenobi two energy weapons (his lightsaber and a lightwhip) to defeat it. It was later revealed that the Dashta eels could not kill another sentient being without going insane, meaning that the droids could never be deployed as combat units.

They sold faster than they could be produced, and cost 80,000 credits during the Clone Wars. They were assembled by Clandes Industrial in the city of Clandes.

History

The droids became important when Count Dooku employed them in a devious trap for the Galactic Republic. He circulated rumors that he planned to buy tens of thousands of the droids, clearly a grave threat to the Republic. He even sent out a prototype to attack Jedi Master Devan For'deschel, who lost an arm to the droid. The Republic responded by sending Jedi Generals Kit Fisto and Obi-Wan Kenobi to Ord Cestus to resolve the issue, because had the JK participated in the war, it would have been one of the most dangerous droids in the army of the Confederacy of Independent Systems. However, it was later revealed that the droids could neither be modified for lethality nor produced in great numbers, and that Dooku, in fact, had no real plans to do so.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The Dashta Eel within the machine is a somewhat shapeless mass. When the JK-13 Security Droid is reduced to 0 hp, the droid armor breaks and the Dashta Eel exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage Resistances. Without its armor, the Dashta Eel has the following statistics: AC 12, hp 19 (3d8 + 6), Strength 8 (-1), and its speed becomes 15 feet. In addition, it has no attack actions.

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JK-13 Security Droid has advantage on saving throws versus force powers used by creatures within 5 feet of it. When an enemy within 5 feet casts a force power, JK-13 Security Droid can make a melee attack against that character as a reaction. When JK-13 Security Droid damages an enemy, they have disadvantage on concentration saving throws to maintain their force powers.

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The JK-13 Security Droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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The JK-13 Security Droid makes any combination of three Slicing Tentacle attacks and Stunning Tentacle attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 11 (3d4+4) kinetic damage.

The target must succeed on a Constitution save (DC 17) or be stunned until the end of its next turn.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 18 (3d8+5) kinetic damage

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\"I am C-3PO, human-cyborg relations.\"

- C-3PO

ManufacturerCybot Galactica
ClassProtocol droid
Height
1,7 meters
Weight77,6 kg
Cost3.000 credits
Plating Color
  • Gold
  • Silver
  • White
  • Red
  • Black
  • Jade
  • Blue
  • Blue and gold
  • Green
  • Purple
  • Gray
  • Aqua

The 3PO-series protocol droid was a Human-cyborg relations protocol droid produced by Cybot Galactica. The model series had very similar aesthetic design in its casing to other Cybot Galactica droid model series such as the TC-series, 3PX-series, and 5YQ-series protocol droids.

One of the most famous droids of this series was C-3PO, one of the heroes of the Rebel Alliance.

History

Manufactured by Cybot Galactica on the factory world of Affa, the 3PO-series protocol units were considered the most advanced Human-cyborg relations droids in the market for over a hundred years. Production on the line began at least as far back as 112 BBY and continued well into the time of the New Republic.

The success of the 3PO-series led Cybot Galactica to produce the C-series protocol droids during the rule of the New Republic.

Features

The typical 3PO-series droid stood at approximately 1.7 meters in height with a humanoid build. Most units were programmed with a subservient, service oriented personality and a typical 3PO unit would never attack, under any circumstances even if it was in self-defense.

With its standard components (head, torso, legs, arms and hands), a typical 3PO unit would weigh around 77.6 kg, and its maximal speed was 21km/hr.

Each droid was equipped with a SyntheTech AA-1 VerboBrain making them capable of storing enormous amounts of information, the additional memory space was often used to keep communication modules in the active memory so that long delays could be avoided while searching for linguistic information on mid-translation. A TranLang III communications module allowed them to be fluent in over six million forms of communication, even if they could not respond in all of them for a lack of proper communication appendages. They also had the skills necessary to quickly analyze new unregistered languages and translate them into more well-known ones.

They were even provided with an olfactory sensor that allowed them to comprehend pheromonal communication. Other useful features were a factory-standard restraining bolt mount, and the fact that their shutdown switch was conveniently located at the back of their neck, on a very easy to reach place.

Some models, such as the pricey E-3POs, also included the TechSpan I module, making it possible to interface with Imperial networks and undocumented technologies of Imperial subcontractors.

Color variations

Droids in the 3PO-series came in a variety of colors, the most usual being gold, silver and white. Their colored plating, however, was known to be prone to corrosion.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Smugglers

A smuggler, also known by the euphemism free trader,\nis someone who engaged in the clandestine shipment\nof goods or people to prevent taxation or some other\nimpediment. The goods shipped are often highly illegal\nor banned in some sectors. Weapon smugglers are\nreferred to as gun runners.\n

\n\t\t\t\t\t

By far the most commonly smuggled substances are\nvarieties of spice. Although most kinds of spice are\npsychoactive drugs, and most forms were illegal under\nthe Empire, the government's main concern is not to\nstem the ow of spice, but to collect taxes from its\nshipment and distribution through legitimate channels.\nWeapons were another commonly smuggled\ncommodity within the Empire, whose bureaucracy\nstrictly controlled weapons availability in order to\nprevent criminals and insurgents, in particular the\nRebel Alliance, from becoming signicant threats.\nOther cargo for smugglers include chak-root, stolen\nmerchandise, and even clear water. In extreme\nsituations, smugglers delivered standard resources or\nfood. 

\n\t\t\t\t
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On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Smuggler deals an extra 12 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

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When the Smuggler rolls for initiative, it can move up to 30 ft. This movement happens before the initiative order is determined.

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The Smuggler is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 15, +7 to hit with power attacks, 24 tech points).

The

Smuggler knows the following powers:

At Will: combustive shot, encrypted message, assess the

situation

1st Level: target lock, element of surprise, flash, oil slick,

smoke cloud,stack the deck

2nd Level: translocate, mirror image, charge powercell,

infiltrate, smuggle

3rd Level: debilitating gas, invisibility to cameras

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Smuggler makes two weapon attacks

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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CreatorKazdan Paratus
ClassJunk droid

Junk behemoths were a type of junk golem found on Raxus Prime after the Clone Wars. They usually served as walking power plants or armor carriers.

History

Jedi Kazdan Paratus used junk behemoths he created to protect his Temple on Raxus Prime, especially from Rodian scavengers. Unlike other junk droids made of salvaged scraps, his droids were held together by the power of the Force.

Each junk behemoth, like other junk golems, was constructed out of scraps lying around the Raxus Prime surface by Kazdan Paratus. They were slightly larger than the Scrap Guardian, but were second in size when compared to the Junk Titan. Junk behemoths were used to hold back Galen Marek in his attempt to raid the Raxus Prime Jedi Temple and kill Paratus. Galen ran into two of the make-shift droids before encountering Paratus himself. Paratus used pieces from old Separatist droids to construct them; the CIS logo was visible on the chest, and the arms were the wings of vulture droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The junk behemoth makes two blaster cannon attacks or two slam attacks.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Anoobas were mammals that lived throughout the Outer Rim Territories. Wild anoobas traveled in packs of 10 to 12 members.

Classification

Mammal    

Distinctions

Lower jaw

DietCarnivore

History

The bounty hunter Embo owned an anooba named Marrok, while the Phindian Osi Sobeck kept a pack of dark anoobas which he used to hunt down fugitives on the planet Lola Sayu.

Sabine Wren, a Mandalorian and member of the Ghost rebel crew, painted an anooba insignia on her armor

Around 34 ABY, Dok-Ondar kept a stuffed Anooba head mounted on the wall of his store.

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If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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\"Oh! It's a nexu – and she has cubs! How cute!\"

\"For creatures with four eyes and a mouthful of teeth, they are rather cute.\"

- Allana Solo and Leia Organa Solo
DesignationNon-sentient
Average height 0,94 meters
Average length1,83 meters (4,51 meters with tail)
Average mass225 kilograms
Hair colorBorn white, age to brown
Eye colorRed
Distinctions
  • Four eyes
  • Spiked spines
Homeworld
Cholganna
Nexu were feline creatures native to the chilly forests of the Indona continent on the planet of Cholganna.

Characteristics

There were other breeds of nexu on Cholganna's other continents, but only the forest nexu had an additional set of eyes able to view in infrared wavelength, which aided in their hunting of bark rats and tree-climbing octopi. They were often exported and trained as security beasts, as used for patrolling on Malastare, or used in arena combat, as seen on Geonosis. Nexu were 4.5 meters long and generally 1 meter tall.

The nexu appeared to be feline in nature, with claws which could slice a Human in half. They had quills along their back, and a long tail that in the wild allowed the nexu to swing from tree branch to tree branch. The tail also split into two equal sections for a better grip on the tree branch they were swinging from. They had extremely sharp instincts and reflexes, although they were known to tire easily, and often used swift movements to finish an enemy quickly, biting down and thrashing their head about to break their victim's neck. Cubs were born pure white.

A particularly stealthy variety was the black nexu; this species was also one of the rarest.

History

Too vicious to be kept in zoos and difficult to train as watch-beasts, they were instead sought after for arena battles where their ferocity was much appreciated by spectators ( It was the most favored monster). This resulted in many big-game hunters making regular visits to Cholganna, hoping to capture a live nexu for export. Many hunters ended up dead however, when tracking prides of nexu, and as a result fees for live nexus often ranged up to half a million credits per animal. Buyers such as Senator Ask Aak of Malastare and Archduke Poggle the Lesser of Geonosis willingly paid such prices however, in order to add these magnificent creatures to their collections.

In 32 BBY, after the Invasion of Naboo by the Trade Federation, the bounty hunter Jango Fett faced many nexu on his visit to Malastare, during his hunt for Komari Vosa.

A nexu was used during the attempted execution of Padmé Amidala prior to the outbreak of the Clone Wars, and its actions could be considered typical of the species. It would climb towards its victim, strike, then return to the ground quickly, waiting to see if its enemy would strike back. It was an extremely aggressive creature, snapping, clawing and roaring in the general direction of Amidala. When a Geonosian guard attempted to direct it with a blast from his static pike, this only served to irritate the creature further and the guard was quickly devoured. An agile hunter that sacrificed bone mass for speed, a kick from Amidala knocked it down, weakening its tender body greatly. A reek, steered by Anakin Skywalker, finally rammed the stunned nexu, killing it instantly.

After asking for a pet for years, Skywalker and Amidala's great-granddaughter Allana Solo was given a nexu cub in 43 ABY. This was after Leia Organa Solo killed the baby nexu's mother to save an Ithorian, who was under attack from the creature at the Coruscant Livestock Exchange and Exhibition. She named the baby cub Anji.

By 130 ABY, wild nexu were a common and dangerous sight on Coruscant and tourists were advised to stay with their groups when sightseeing on the capital. The nexu were usually seen in areas of the planet still scarred by the Yuuzhan Vong war, a hundred years prior.
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If the nexu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The nexu has advantage on Wisdom (Perception) checks that rely on sight and smell.

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If the nexu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.

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The nexu can make two claw attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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DesignationNon-sentient
Homeworld

Naboo

DietOminvore

Clodhoppers were omnivorous and dim-witted flightless avians from Naboo. A clodhopper was rarely more than three feet tall, but they fed in swarms, becoming a real menace. They were protected by tough, durable skin. A noteworthy attribute of the clodhopper was its ability to spawn two hundred young in only two days, all of which spent most of their time eating.

On Naboo, clodhoppers had natural predators like narglatches of any age, and even Gungans sometimes hunted them because of their meat (which made tasty snacks) and their thick skin (which was used to make musical instruments). Some centuries before the Battle of Naboo, however, the flightless birds were exported to other planets, which caused the utter devastation of entire colonies. Its export has been strictly forbidden since, under the maximum punishment allowable by law.

The colony at Corva, in the Galaanus system, was wiped out by clodhoppers that had been accidentally shipped with grain from Naboo. Consequently, restrictions and inspection requirements on agricultural imports from Naboo existed on a number of worlds, some which callously supported the Trade Federation blockade in 32 BBY, if only to save the expense of funding inspections.

On 32 BBY, the Army of Life managed to conceal clodhopper eggs in sealed boxes and shipped them to Stend IV in the Majestic Gundark. A Tarnab diplomat had a pet clodhopper.

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The clodhopper's long jump is up to 20 feet and its high jump is up to 10 ft., with or without a running start.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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On each of its turns, the Nightsister can use a bonus action to take the Dash, Disengage, or Hide action.

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The Nightsister Shaman is a 5th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 15 force points).

The Nightsister Shaman knows the following

force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, hex, sap vitality,

wound

2nd level: affliction, darkshear, darkness, force camoflauge,

phasewalk

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The Nightsister deals an extra 6 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Nightsister that isn't incapacitated and the Nightsister doesn't have disadvantage on the roll.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

When the Nightsister makes two energy bow or vibroknife attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"YTJmMDkwNDNiNjg2","flags":{},"name":"Vibroknife","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"MDcyMjNjMGI5YWVh","flags":{},"name":"Blood Trail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (1d12+5) acid damage.

On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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The Sith Sorcerer is a 11th level forcecaster it's forcecasting ability is Charisma (force save DC 16, +8 to hit with force attacks, 44 force points).

The Sith Sorcerer knows the following force

powers:

At-will: saber reflect, shock, slow, force push/pull

1st level: sap vitality, battle precognition

2nd level: drain vitality, hallucination, affliction, phase walk

3rd level: dark aura, plague, force lightning

4th level: shocking shield, dominate beast

5th level: siphon life, insanity, dominate mind, improved

force scream, improved phase walk

6th level: force chain lightning, wrack

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When the Sith Sorcerer casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

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The Sith Sorcerer has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

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.

Sith Mastermind casts on of his at will powers.

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.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

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.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

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.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the soldier can move up to its speed toward a hostile creature that it can see.

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The soldier has advantage on saving throws against being frightened.

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The soldier has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The soldier deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YTI3YTIzNWVkYThh","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The soldier makes two weapon attacks and throws a fragmentation grenade, if available.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 12 (2d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"NmY3NWJhMWU2YmMz","flags":{},"name":"Vibroblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 13 (2d10+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"MDQ5YmEwMjcxMDM1","flags":{},"name":"Fragmentation Grenade (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

.

The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"Y2QxZDZhYjk2YmQw","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"Deep-fried nuna leg mmm. Delicious!\"

- Orn Free Taa

DesignationNon-sentient
ClassificationBird
Average height0,5 meters
Homeworld
Naboo
Habitat
Swamps
Diet

Omnivore

Nunas, also known as swamp turkeys were diminutive bipeds that lived in the swamps of Naboo. These birds could not fly and were known for their stupidity, but were also adaptable and easy to care for. Nunas had spread across the galaxy, prized for their meat and eggs. They were omnivores, feeding mostly on plants and, on rare occasions, fish. An average nuna could feed a family of four. Nunas were also used as a ball in nuna-ball. When nunas became angry or intimidated, they could inflate their body to a larger size. Nunas were capable of growing blue and red feathers.


The legs of a nuna could be deep-fried to be food. The species were raised as livestock for consumption by residents of the planet Batuu. Nuna Turkey Jerky, a type of jerky, could be made from the meat of nunas.

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As a bonus action, the nuna increases in size for 1 minute. Anything it is wearing or carrying does not increase in size. While inflated, the nuna is Small, doubles its damage dice on attacks (included in the attacks), and makes Charisma (Intimidation) checks with advantage. If the nuna lacks the room to become Small, it attains the maximum size possible in the space available.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NmUyMDRiMmZjMzNj","flags":{},"name":"Talons","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/098_-_Nuna/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} +{"_id":"ONtn8UuWci4FI7fV","name":"Bantha, Adolescent","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":76,"min":0,"max":76,"temp":0,"tempmax":0,"formula":"8d10+32"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"","speed":{"value":"40 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":76,"min":0,"max":76},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"Watch out kid, this thing handles like a drunken bantha.\"

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

Banthas were a species of large, hairy mammals with sharp, spiraling horns. They inhabited the desert planet Tatooine, though they were bred on many worlds throughout the galaxy. They were social herd animals, and were often domesticated, and used prominently, by Tusken Raiders as mounts and companionship—though they never killed them for their food or hide, a use utilized by many other species for products such as Bantha steak, butter and clothes or furniture.

Biology and appearance

\"Hello, Nara, you're looking well today.\" 

- Obi-Wan Kenobi

Banthas were large, quadrupedal mammals that averaged in height 2 to 2.5 meters. An adult's average weight was 4,000 kilograms, and they had extensive shaggy fur, which was brown or black in color. Both females and males of the species had a pair of spiraling horns that extruded from their skull and grew at a knob a year. Banthas possessed a wide mouth, bright, inquisitive eyes, and a large tail which dragged on the ground as they walked. They had wide, flat feet with four digits.

Behavior

\"What's the matter, Dolo? Why so sad?\" 

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

Banthas were easily domesticated, and were bred on many worlds throughout the galaxy. They were widely used as mounts. Their milk, which was distinctively blue, was drunk plain as well as being used in yogurt, ice cream, and butter. Their meat was used for dried jerky, steak, and burgers, and their dung was used as a fuel. Bantha-blood fizz was a sparkling drink made from purified bantha blood. Bantha hide could be mashed with grains to make Ardees, also known as Jawa juice. Their hide was also tanned and turned into clothes or furniture. Young banthas were known as calves.

The Tusken Raiders of Tatooine tamed and domesticated banthas, and they shared a close, almost mystical bond. Every boy had a male bantha and every girl had a female one. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas. Tuskens never harmed or ate banthas. Tuskens could also ride their banthas into battle.

The Kadas'sa'Nikto mechanic Neeku Vozo came from a long line of bantha herders.

Banthas in the galaxy

A common sight on Tatooine, banthas could be found wild, wandering the vast expanse of the Tatooine desert, or domesticated, under the ownership of Tuskens or in cities such as Mos Espa. They shared their name with the White banthas of Nelvaan.

Banthas were the subject of several slang phrases and insults. \"Bantha fodder\" (or \"Bantha poodoo\" in Huttese) was a phrase used as the equivalent of \"worthless\"; a person or thing deemed to have no value beyond something for a bantha to graze on, because of bantha food's unpleasant smell. \"Not give two bantha ticks\" (about something) meant to not care in the slightest (about something or someone), \"Son of a bantha\" was an insult, and \"A wild bantha chase\" meant a futile errand.

In 20 BBY, an LAAT/i gunship featured customized nose art of a flying bantha dropping a pair of bombs. During the same year, the rebels of Onderon owned a hunter cart with a bantha skull.

During the Imperial Era, Jedi—in—exile Obi-Wan Kenobi befriended a herd of Banthas. Two were named two Dolo and Nara, respectively.

By 5 ABY, Malakili, a former beastmaster for Jabba the Hutt, wore a lucky braid of bantha teeth and fur. Later in the same year, former slave Cobb Vanth had enlisted the help of a group of Tusken Raiders to drive a criminal syndicate called the Red Key Raiders away from Tatooine. The Tuskens rode into battle atop banthas. One such bantha was particularly large. The animal had an eye scarred over, fur matted with filth, and wounds with open bones and rusted gears.

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If the bantha moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One prone target. Hit : 22 (3d10+6) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When the Jedi takes the dodge or disengage action, it can make an attack as a bonus action.

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When the Jedi is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi is a 16th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks) and it has 54 force points.

The Jedi knows the following force powers:

At-will: force push/pull, force disarm, give life, guidance, saber

reflect, turbulence

1st-level: burst of speed, cloud mind, force jump, heal, project,

valor

2nd-level: calm emotions, force barrier, force camouflage,

force sight, force throw

3rd-level: beacon of hope, knight speed, sever force,

telekinetic storm

4th-level: force immunity, improved force camouflage

5th-level: mass animation, telekinesis

6th-level: telekinetic burst

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The Jedi is constantly under the effects of the force sight force power, and does not need to maintain concentration on it.

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Once per turn, when the Jedi hits with an attack, it can spend 1 force point and choose one of the following additional effects:

Deflection. The Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Energized Double Strike. The Jedi can roll 2d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time. The Jedi's speed increases by 5x1d8 until the end of its current turn.

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If the Jedi fails a saving throw, it can choose to succeed instead.

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When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

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The Jedi makes three attacks or it casts a force power and makes one attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

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Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 15 (3d6+5) energy damage

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The Jedi makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 19 Dexterity saving throw, taking 9 (2d8+6) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

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The jedi rebel master moves up to its speed without provoking attacks of oppurtunity.

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The rebel jedi master casts an at-will force power.

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The rebel jedi master takes the dash action without provoking attacks of oppurtunity. It can make an attack before or after moving.

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The rebel jedi master casts a force power of 1st-level or higher, expending force points as normal.

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While the shrub remains motionless, it is indistinguishable from a normal shrub.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Demolition Troopers are members of the Galactic Federation who are outfitted with explosive weaponry for special missions. While capable of destroying the strongest of barriers, they are not very effective in combat, due to lighter armor, and often rely on others to cover them while in battle. They seem to have weaker versions of the Galactic Federation Marine's assault rifles. Their explosives are carried on their back.

In Metroid Prime 3: Corruption, Samus is charged with watching over twelve Demolition Troopers after she disables the Pirate Homeworld's defense system. These Troopers will clear a path to the Pirate Homeworld Seed. Meanwhile, Samus must defend the Demolition Troopers from Space Pirate attacks. Four of the twelve Demolition Troopers are required for the final door. If there are less than four surviving, Admiral Dane will contact Samus and order her to fall back, causing a Game Over. The easiest tactic for getting the Troopers through to the end is to engage the Space Pirate forces at extremely close range, so that they can't shoot around Samus, and then for her to kill them at point-blank range. If Samus succeeds in protecting all twelve troopers, a Gold Credit, \"All Troopers Survived\" will be rewarded.

A Demolition Trooper that speaks to Samus after opening the path to the Skyway for her states that their group color is yellow, but this fact is never again referenced. Different groups supposedly have other colour-schemed armour.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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The trooper throws a grenade, choosing a point within 35 feet. Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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After setting this mine, a laser line imperceptible to normal vision extends up to 15 feet out. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 kinetic damage, or half as much on a successful one.

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After spending at least 30 seconds setting the charge, the trooper may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the trooper has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 15 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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Salvagers

A scavenger or salvager, often abbreviated \"scav,\" is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

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The veteran salvager is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 24 tech points.

The veteran salvager knows the following

tech powers:

At will: electroshock, jet of flame, poison spray, temporary

boost

1st level: absorb energy, cryogenic blast, energy shield, oil

slick

2nd level: detect invisibility, mirror image, paralyze

humanoid

3rd level: tactical advantage, kolto cloud

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As an action, the veteran salvager releases a mist of nanobots can restore 30 hit points to any number of objects, droids, or constructs within 30 feet of it, and divide those hit points among them. This feature can restore an object, droid, or construct to no more than half of its hit point maximum. This feature has no e\u0000ect on humanoids.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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.

The salvager makes two weapon attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) kinetic damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Thugs & Security Forces

Various different types of thugs and security forces,\nappropriate for gangs, simple ruffians, or mercenaries. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (aqualish)","environment":"","cr":4,"powerLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 10","languages":{"value":[],"custom":"Galactic Basic, Aqualish, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/435_-_Aqualish_Enforcer/avatar.webp","token":{"flags":{},"name":"Aqualish Enforcer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/435_-_Aqualish_Enforcer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"OiSOrSseEISHHgUs","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":93,"max":93},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTcyNmFmZjgxYjI2","flags":{},"name":"Aggressive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/435_-_Aqualish_Enforcer/avatar.webp","data":{"description":{"value":"

As a bonus action, the aqualish can move up to its speed toward a hostile creature that it can see.

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The aqualish deals an extra 4 (ld8) damage when it hits with a melee weapon attack (included in the attack).

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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.

The aqualish makes two weapon attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d12+4) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 6 (2d4+1) kinetic damage

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.

The aqualish sprays a 10-foot-cube area within range of its slugthrower with shots. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

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.

Each creature of the aqualish's choice that is within 30 feet of it, can hear it, and not already a\u0000ected by Battle Cry gain advantage on attack rolls until the start of the aqualish's next turn. The aqualish can then make one attack as a bonus action.

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The Battle Hydra was a type of large reptilian dragon-like Sithspawn that was created by the Sith Lord Exar Kun.

Biology and appearance

Physically, a battle hydra was a sinuous reptile with leathery wings. It should be noted that no two of these animals were identical though all shared the same general description. Typically, they were known to hold two heads that sat atop long, fluid necks. The heads held a pair of yellow slitted eyes. Whilst this was usually the case, there were some varieties of these beasts that had more than two heads. At the back was a long wicked, whip-like tail that held a hooked stinger. The stinger glistened with a strong and acidic crystallized poison that dripped from the tail. Four powerful legs were tipped with hooked claws that were both tough and sharp as well as easily capable of ripping the flesh from the beasts victims. The body of the beast contained muscular torsos that were sheathed in iridescent scales. This was forever altered at a molecular level by the Sith alchemy that had altered their physiology. The skin was infused with ancient Sith alloys that reduced the damage sustained by the beast. The armor alloy introduced into their basic physiology even reduced the damage from a lightsaber attack.

When left to their own devices, these beasts were mindless and shy creatures that was a contrast to their fearsome appearance. When searching for food, battle hydras were known to be solitary animals that hunted alone. Much of their existence involved them being aloft where they rode thermal currents in search of prey or threats. When these were spotted, the battle hydra dove through the air where they snapped with multiple jaws as well as attacked with their teeth, claws and poisoned stinger. Once prey succumbed to either the attack or poison, the beast took the corpse back to its lair where it was torn apart and devoured. They only ever attacked with their claws once they landed and were beginning to feed.

These animals were, however, susceptible to influence or commands from Force-sensitive dark side users. Normally, they did not attack an individual unless cornered or spurned by the will of a Sith Lord. Many of them used their battle hydra as their own personal shocktroopers and it was only on such commands did they ever attack in numbers. Battle hydras were known to be particularly attracted to sites that were strong in the dark side of the Force. It was believed that perhaps these beasts perhaps drew some form of nourishment from these locations.

History

Many centuries ago, the Sith Lord Exar Kun studied the dark Sith sciences within the depths of the planet Yavin 4. His experimentation in the arts of Sith alchemy resulted in the creation of the battle hydra. This alchemical creation was formed as a fierce guardian creature to test his theories. After Kun's death in the Great Sith War, the battle hydras retreated into deep mountain caverns where they dwelt in the shadows. They became a rare sight on Yavin 4. In time, the beasts regressed to typical predator behavior where their small population only emerged from the mountain caves in order to hunt. Normally, they prowled the skies of the steamy jungle moon, though their creator's travels did leave the possibility that some were located on other planets so long as there was an abundant supply of food.

Battle hydras were forgotten for millennia until the early days of Jedi Master Luke Skywalker's Jedi Praxeum. In this time, the dark shade of Exar Kun's spirit summoned the mutated hydras to attack the comatose body of Skywalker. His Jedi students had encountered a variant of the creature that had three heads and possessed no forelegs. The beasts would have succeeded in their goal had Master Skywalker not acted through his nephew Jacen Solo to fight off the animal with a lightsaber. Another swarm of hydras were summoned to complete their master's will but were destroyed when Rogue Squadron pilot Corran Horn borrowed a Z-95 Headhunter. After this event, the New Jedi Order only rarely encountered battle hydras. Without Exar Kun's will to control them, the animals avoided all contact with sentient beings, except for rare attacks on those who seemed to threaten them.

With Exar Kun destroyed, the creatures were believed to either have reverted to their more natural forms or simply to have died out.

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The hydra gets an extra reaction that can be used only for opportunity attacks.

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The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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When one of the hydra's heads is asleep, its other head is awake.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

The hydra can make three attacks: two with its bite and one with its claws.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 10 (1d10+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 9 (1d8+5) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Starweirds were a species of incorporeal humanoids found only in space. Tall and gaunt, they possessed long, sharp talons, wild white hair, and glowing eyes. The creatures appeared to spacers repairing their starships in space, or aboard vessels traveling through hyperspace. A starweird would choose a target, and, after being spotted, emit a telepathic scream that caused fear in most individuals. The starweird would then attack its victim. Starweirds were powerful creatures capable of using the Force, and held a strong hatred for Force-users, leading some Jedi to believe that they were apparitions created by the dark side of the Force. During the time of the first conflict fought between the Galactic Republic and the reconstituted Sith Empire, Jedi Master Wyellett saved his Padawan Xerender and many members of the Jedi Council from a famous starweird known as the Starweird Queen.

Biology and appearance

Starweirds were incorporeal, humanoid, Force-using creatures found only in the vacuum of space. They were very tall and extremely gaunt—to the point of almost being skeletal—and wore ephemeral rags that hung from their two arms. Starweirds had long, wild white hair that floated around their heads even when influenced by gravity. The creatures had pale skin that varied slightly in color from one starweird to another, and their faces were desiccated. However, specific accounts of what a starweird's face looked like varied, with many witnesses stating that the creature's face somewhat resembled their own. Starweirds each had a large, toothy mouth and eyes that glowed in a way that some individuals described as eerie. Their arms were bony and ended in hands with three large, sharp, black talons. The species' incorporeal nature made it possible for the creature to resist conventional attacks and pass through solid objects, although force fields still stopped the creatures. They were also fully affected by the use of the Force.

Instead of walking on their two legs, Starweirds hovered or flew silently at a speed that was slightly faster than most bipedal Human-sized species could move. While fairly intelligent, the creatures did not speak or communicate and had no known language. The species was capable of seeing up to twenty meters in complete darkness, although they were unable to distinguish color under those conditions. Starweirds could use the Force powers Drain energy, Force grip, Force lightning, and Force sight. They had no ecological role, and after dying, a starweird left no traces of itself behind.

Behavior

Starweirds would typically appear to spacers repairing their damaged starship in deep space, or manifest aboard a ship traveling in hyperspace. Upon being spotted, starweirds became enraged and released a loud, piercing telepathic shriek that affected creatures within twenty meters. Due to the call's telepathic nature, it could be heard even in the vacuum of space. Their scream often caused listeners to cower in fear or attempt to flee, although some individuals were able to overcome their terror and fight back. After issuing the shriek, the powerful creature would set upon its foe, shredding them with its sharp claws. A starweird would choose one target and focus on that individual. The creatures were noted for having a particular hatred for Force-sensitives, who they would mindlessly concentrate on killing even if there were other creatures present.

History

Starweirds were found solely in deep space. They were considered a mysterious species, and some Jedi hypothesized that they were physical manifestations of the dark side of the Force. However, there was little evidence available that supported the theory. During the first war fought between the reconstituted Sith Empire and the Galactic Republic, the Starweird Queen was a member of the species who was considered to be legendary. The Starweird Queen attacked many of the members of the Jedi Council and a Jedi Padawan named Xerender. The group of Jedi was saved by Jedi Master Wyellett, who was the teacher of Xerender, which caused the Jedi Master to be captured by Imperial forces.

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The starweird can survive in the vacuum of space.

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Force and tech created darkness does not impede the starweird's darkvision.

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The starweird has advantage on saving throws against force powers.

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The starweird is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 31 force points. The starweird knows the following force powers: At-will: denounce, force push/pull, shock 1st-level: curse, sap vitality, sense force 2nd-level: drain vitality, force sight 3rd-level: choke, force lightning 4th-level: drain life

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The starweird can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

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The starweird can make two claw attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 3 (1d6) necrotic damage

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The starweird releases a terrifying scream. Each creature of the starweird's choice that is within 30 feet of the starweird and aware of it must succeed on a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage plus 21 (6d6) necrotic damage and is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not frightened.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

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When Jedi Commander fails a saving throw, he can choose to succeed instead.

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Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

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Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

Jedi Commander knows the following force powers:

At-will: affect mind, feedback, force disarm, force push/pull,

mind trick, saber reflect

1st level: burst of speed, force jump, force throw, heal,

heroism, improved feedback, sense force, slow descent

2nd level: calm emotions, coerce mind, force barrier, force

enlightenment, force sight, rescue, restoration, stun droid

3rd level: force repulse, knight speed

4th level: disable droid, force immunity, freedom of movement

5th level: improved force barrier, telekinesis

6th level: true sight

7th level: destroy droid

8th level: master force barrier

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The Jedi Commander adds 6 to his AC against a melee attack that would otherwise hit him.

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.

Jedi Commander makes three Saber Attacks or casts a force power and makes a Saber Attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 16 (2d10+5) energy damage

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.

For 1 minute, the Jedi Commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Jedi Commander. A creature can benefit from only one Leadership die at a time. This effect ends if the Jedi Commander is incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MWRjNTJhYTg4NDRj","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

.

The Jedi Commander can move up to his speed without provoking opportunity attacks.

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.

The Jedi Commander can cast an at-will force power.

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.

The Jedi Commander can cast a force power by spending a number of legendary actions equal to the power level.

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.

The Jedi Commander makes one Saber attack.

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Average wingspan3 meters
Homeworld

Endor

Condor dragons were flying, carnivorous reptavians native to the craggy cliffs, deserts, and deep woods of Endor's forest moon. They walked on their hind legs and their forearms were used to hold prey. They had bony ridges along their spine, and a wing span of approximately 3 meters.

Though powerful predators, they were not above scavenging for food. They were both nocturnal and diurnal, and, despite their large size, they would only prey on small to medium size creatures, which they captured alive and took back to their caves. They flew off from high buttresses and hunted in a spiral swoop. They attacked with a spine-tingling screech.

They were known to snatch Ewoks right off the backs of their riding ponies, though this was rare as the condor dragons would likely view the rider and pony as one creature, and therefore too large for it to carry. They did not eat ponies, as they were unpleasant to their taste. They did eat giant cave \"spiders\".

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The dragon's movement speed is not reduced while moving with a grappled creature.

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.

The dragon can make three attacks: two with its claws and one with its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"M2EzMjBlZjMyNjFj","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/029_-_Condor_Dragon/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MDk2ZWJiODU5Nzgy","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/029_-_Condor_Dragon/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Landspeeder

Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also include mounted weapons either at the front of the craft or above and behind the pilot and/or passengers.

Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market before and during the reign of the Galactic Empire.

Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. Cockpit congurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air.

There are many types of landspeeders, from sporty civilian models designed for speed and ashy looks to everyday utility craft that range from small speeder trucks capable of hauling small cargo to massive freighter-like transports that could carry tremendous loads. There are even a number of models built specically for military use.

Cargo Skiff

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Ubrikkian Industries Bantha-II cargo ski is\ndesigned to transport cargo and is common in\nspaceports and warehouses across the galaxy. It has\none open deck with a simple control station located\nnear the rear of the vehicle that allows it to be piloted\neven by unprofessional laborers or amateurs.\n

\n\t\t\t\t\t

The ski's repulsorlift engines allow it to hover 50\nmeters o the ground while its rear thrust nozzles\npropel the craft forward at a top speed of 250\nkilometers per hour. A pair of steering vanes on the\nrear also provide very limited maneuverability which\nmake it dangerous to travel at a fast speed. They cost\n8,000 credits new.\n

\n\t\t\t\t\t

Most variants are equipped with retractable\nmagnetic lifters and loading ramps. Once onboard the\ncraft, the cargo is held in place by magnetic fasters\nand/or cargo straps. The average Bantha-II is able to\ncarry around 100 tons of cargo, although as many as\n16 seats could be installed on its deck allowing the\nvehicle to operate as passenger transports or even\npleasure craft.

\n\t\t\t\t\t

Among the most common of modications to the\noriginal design is the installment of an enclosed deck\nand pilot station. Military versions have reinforced hull\nand blaster cannons bolted to the front and side\nrailings.

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If a single attack does less than 5 points of damage, the Ski\u0000 takes no damage. If the attack does 5 or more damage, the Ski\u0000 takes damage normally.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and may take two actions if piloted by two creatures. If all pilots present are subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot(s) may take their own action or one of the actions granted by the construct.

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Armor Class: 12 (light plating)

Hit Points: 15

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Armor Class: 12

Hit Points: 25; -25 feet speed per 7 points of damage taken.

If its repulsorlift is destroyed, the ski\u0000 cannot maintain altitude.

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Armor Class: 15 (light plating)

Hit Points: 40

Ski\u0000s typically include a turret only when they are equipped for combat.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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Ranged Weapon Attack +6, Range 120/480 ft., One target. Hit : 16 (3d10) energy damage.

Ski\u0000s typically include a turret only when they are equipped for combat.

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\"Hey! Some moof-milker installed a compressor on the ignition line!\"

- Han Solo

A moof was a creature of the galaxy that had hoofed feet, a thick hide, and secreted milk. There were individuals who milked moofs, which inspired the term \"moof-milker,\" an insult to a person's intelligence. After recovering the Millennium Falcon, Han Solo used the insult in reference to whoever added a compressor to the ship's hyperdrive; in this case, it was Unkar Plutt, the previous owner of the ship.

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If the moof moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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The moof is considered to be a Huge animal for the purposes of determining its carrying capacity.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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The Nightsister is a 13th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 52 force points).

The

Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, sap vitality,

wound

2nd level: affliction, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, horror, improved dark side

tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: improved phasewalk, insanity, siphon life

6th level: eruption, scourge, wrack

7th level: ruin, whirlwind

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

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.

While on the planet of Dathomir the Shaman can spend her action to summon 1d4 Nightsister Zombies. The Zombies appear in an unoccupied spaces within 30 feet of the Shaman and remain until destroyed or the Shaman dies. Undead summoned in this way roll initiative and act in the next available turn. The Shaman can have up to 6 undead summoned by this ability at a time.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

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When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage.

The target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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\"Those were Imperial Guards, Lando. The Emperor's personal protectors—handpicked from the very best of his forces. Out of millions of soldiers, they are unsurpassed.\"

- Korin Pers, to Lando Calrissian

Founder(s)Sheev Palpatine
HeadquartersGalactic City, Coruscant
Date foundedDuring or prior to 28 BBY
Affiliation
  • Galactic Republic (Office of the Chancellor)
  • Galactic Empire (Galactic Emperor)
  • Jakku Imperial remnant

The Emperor's Royal Guard, also known as the Imperial Royal Guard, the Imperial Guard, or simply the Royal Guard, and under the Galactic Republic as the Red Guard, was an elite unit whose members served as personal bodyguards to the Galactic Emperor. Fully clad in crimson robes and face-concealing helmets, the Emperor's guards were a silent, imposing, and deadly force armed with force pikes. In addition to strict requirements of size, strength, intelligence, and loyalty, only the most skilled soldiers in the Imperial Military qualified for duty in the Royal Guard. The Imperial Royal Guard were also occasionally assigned to provide protection to members of the Imperial Ruling Council and Lord Vader.

The origins of the crimson-clad Royal Guard dated back to the time of the Separatist Crisis, when Supreme Chancellor Sheev Palpatine crafted an order of protectors, named the Red Guard, that stood apart from the cerulean-clad Senate Guard during the Galactic Republic's twilight. Over the course of the Clone Wars, the Red Guard gradually supplanted the Senate Guard and its elite sub-unit, the Senate Commandos, as the chancellor's bodyguards. By the end of the Clone Wars, Palpatine proclaimed himself Emperor of the Galactic Empire. As a result, Senate Guards were completely phased out of service and replaced by the chancellor's Red Guards, who were henceforth known as the Royal Guard.

Emperor Palpatine sealed himself away from the populace throughout his reign. On the rare occasions of his public appearances, he was always accompanied by members of the Royal Guard. In the decades that followed Palpatine's death and the subsequent fall of the Empire, a new order of protectors was crafted by Supreme Leader Snoke of the First Order. Modeled on the Emperor's Royal Guard, the Elite Praetorian Guard consisted of eight warriors who wore ornate crimson armor, wielded an array of melee weapons, and specialized in martial arts.

Description

The Emperor's Royal Guards were reputedly the most skilled warriors in the forces of the Galactic Empire; out of millions of soldiers, Emperor Palpatine's guards were unsurpassed in skill and status. During the era of the Empire, the Royal Guard consisted of conscripts and at least one clone trooper. The qualifications for joining the Guard's ranks included strength, intelligence, and loyalty. Candidates for the Guard had to meet the basic height requirement of 1.83 meters.

In addition to receiving advanced training in many forms of combat, Royal Guards were trained to be unquestionably loyal to Emperor Palpatine. The Emperor's word was considered law and his guards would obey his orders without question or hesitation, even if it meant killing one of their own. The Guards were also among the few beings in the galaxy whom the Emperor trusted with the knowledge of his secret identity as a Sith Lord, knowing they would speak of it to no one, not even among themselves. Due to their little movement, they were sometimes believed to have been droids instead of individuals.

Despite the combat skills of the Royal Guard, the Emperor was confident in his Force powers to the extent that he did not believe he required a bodyguard unit. However, he found over the course of his reign that the crimson-clad guards served well to impress and intimidate those who saw them. Additionally, they served the purpose of defending the Emperor in situations where he did not wish to use his Force powers. As such, he never felt inclined to dispense with them as a unit.

History

Republic era

During the decline of the Galactic Republic, Supreme Chancellor Sheev Palpatine created the Red Guard—a cohort of personal elite bodyguards that stood apart from the rest of his forces, including the cerulean-clad members of the Senate Guard, from which they were handpicked. Over time, Palpatine came to favor his crimson-clad red guards over the blue guards of the Galactic Senate and even the elite Senate Commandos. Armed with force pikes, the red guards' flowing red robes and sleek, featureless scarlet masks blended in with the crimson-walled office of the chancellor.

The red-robed guards for the Supreme Chancellor were in place by 28 BBY. Although the red guards were formed prior to the Clone Wars, Palpatine retained the service of the Senate Guard and commandos during the early period of the pan-galactic conflict. After Captain Faro Argyus of the Senate Commandos revealed himself to be a traitor, the Senate Guard's loyalty was put into question, and Palpatine took the opportunity to expand the Red Guard in the ensuing scandal. When Red Guards were out of uniform, they conducted official visits and covert operations in locations where the Supreme Chancellor was scheduled to visit. The Red Guard also scouted traveling locations, back up routes, handled logistics, and created evacuation plans. On Coruscant, such events may have required thousands of hours of work. The Guard also investigated credible threats against Palpatine, whether they be simply graffiti to HoloNet broadcasts.

By 19 BBY, approximately three years after the First Battle of Geonosis, the Red Guard and Coruscant Guard clone shock troopers had all but supplanted the Senate Guard as the chancellor's protectors.

Imperial era

By the war's end in 19 BBY, Chancellor Palpatine declared himself Emperor of the galaxy and thereby transformed the Republic into the Galactic Empire. Under the new government, the Emperor continued to favor the Imperial Royal Guard, formerly the chancellor's Red Guard, as his personal security force which, in turn, led to the dissolution of the Senate Guard. During the first days of Palpatine's reign, the bodyguards were responsible for the Emperor's security on the galactic capital world of Coruscant. Off-world, however, the Emperor was accompanied by a detachment of shock troopers of the Coruscant Guard. As the years passed, Palpatine sealed himself away from the populace, having discarded his facade as a friendly, kind-hearted politician in order to fully embrace his true identity as Darth Sidious, Dark Lord of the Sith. On rare occasions he would make a public appearance, but always in the company of the Royal Guard.

During the early years of the Empire, a division of the Royal Guard was stationed in the Inquisitorius Headquarters—a skyscraper located in the Industrial District of Coruscant—which served as a training facility for the Emperor's Jedi hunters, known as the Inquisitorius. In 14 BBY, several Royal Guards accompanied Sidious and his apprentice, Darth Vader, to Ryloth where the Lords of the Sith sought to lure the Free Ryloth movement out of hiding. Most of the guardsmen were killed when Vader's shuttle crash-landed in the planet's equatorial forest. Two guards, Sergeant Erstin Deez and a captain who once served in the Grand Army of the Republic as a clone trooper, survived the crash along with Vader and his Sith Master. The captain was later killed by lyleks, but Deez was able to survive long enough for Moff Delian Mors' Imperial troops to rescue the Sith.

A trio of Royal Guards were stationed aboard the Chimaera, flagship of the Seventh Fleet led by Grand Admiral Thrawn, during the liberation of Lothal. The Emperor commanded the men to execute Padawan Ezra Bridger, having failed to use the young Jedi in his plan to control the world between worlds. Using modified pikes with magnetic clamps to subdue their Force-sensitive target, the guards held Bridger still while a squad of stormtroopers attempted to shoot him. However, Bridger used the Force to hurl several boulders and rocks from a stolen piece of the Lothal Jedi Temple at his attackers, crushing them.

Although the Emperor's safety was the primary responsibility of the Royal Guard, Sidious did not make exclusive use of them. In 0 BBY, two Royal Guards were stationed in Fortress Vader on Mustafar. They acted as sentinels protecting the Sith Lord while he rested in his bacta tank. During the Galactic Civil War, Guards were often used in battle as assassins, armed with force pikes, vibroblades, and many other concealed weapons. Following the Battle of Yavin, two Royal Guards were stationed aboard the Emperor's luxury yacht Imperialis while it was undergoing a refit at Sienar Fleet Systems' Orbital Shipyard CC-24 above the planet Castell. They guarded the vessel's central chamber which stored several Sith artifacts including the mask of Lord Momin. After Lando Calrissian and his companions stole the Imperialis, one of the guards stabbed Lobot with a vibroblade. The guards were then killed by the alien clone warriors Aleksin and Pavol. Korin Pers discovered that the guards had been corrupted by the dark side of the Force.

In 4 ABY, several Royal Guards accompanied the Emperor to the second Death Star orbiting the forest moon of Endor. Prior to the arrival of the Rebel Alliance Fleet, the Emperor dismissed the Guards from his throne room, leaving Sidious alone with Vader and the latter's son, the Jedi-aspirant Luke Skywalker. As a result, the guards were not present to protect the Emperor when Vader turned against his Master in a last-ditch effort to save his son's life. With the Emperor's death and the victory of the Alliance, the Battle of Endor was a turning point that marked the beginning of the end for the Empire.

Royal Guards were stationed at the Palpatine Archive in the Coruscant system, and attempted to stop the thieving Calrissian and Jaxxon, who were after the Totem of Saglanost shortly after the Empire's debacle at Endor.

New Republic era

The Royal Guard continued to serve the Empire despite the loss of their Emperor, serving as bodyguards for several high-ranking Imperial officers such as General Jylia Shale and Grand Admiral Rae Sloane. Two Royal Guardsmen acted as Shale's security detail at the emergency summit on Akiva; another two Guards escorted Sloane to the New Republic capital of Chandrila in 5 ABY, where the Grand Admiral sought to negotiate an end to hostilities between the Empire and Republic. To Sloane's surprise, the Empire's overtures of peace were a ruse for launching a surprise attack on Chandrila, orchestrated by Fleet Admiral Gallius Rax. During the attack, Sloane's Royal Guards attacked and killed several New Republic Senate Guards who escorted the Imperial entourage to the peace summit.

Shortly after the attack on Chandrila, a faction of Imperial soldiers rallied to the barren world of Jakku under Rax's leadership as Counselor to the Empire. One of the soldiers in Rax's army was a Royal Guard, who ultimately perished during the Battle of Jakku. The guard who fell at Jakku was survived by his sister, Arliz Hadrassian, an agent of the Imperial Security Bureau. Hadrassian went on to become the leader of the Amaxine warriors by 28 ABY, roughly two decades after the Empire capitulated to the Republic. By then, she had sold her late brother's Royal Guard helmet to Senator Ransolm Casterfo, a Centrist politician with pro-Imperial views.

Legacy

The legacy of the Emperor's Royal Guard inspired the formation of the Elite Praetorian Guard. Like the royal protectors who guarded Sidious during his reign over the Empire, the Praetorians functioned as the elite personal bodyguards of Supreme Leader Snoke, ruler of the First Order. Consisting of eight sentinels trained to protect the Supreme Leader from any threat, the Praetorians were equipped with various melee weapons and ornate crimson armor deliberately echoing the equipment used by the Royal Guard. In 34 ABY, the Praetorians attacked Rey and Kylo Ren after the latter assassinated Snoke, resulting in a battle in which all eight guards were killed by the Master of the Knights of Ren and his one-time Jedi ally, allowing the former to take the Supreme Leader title.

By 35 ABY, when Palpatine resurfaced on the ancient Sith world of Exegol, the Sovereign Protector Sith troopers had taken over the role as the Emperor's Guard. When Rey and Ben Solo confronted the Sith Lord during the Battle of Exegol, the Sovereign Protectors attempted to protect their master, but were killed by the two Jedi.

Equipment

Royal Guards were completely covered in flowing blood-red robes and featureless scarlet masks that concealed their faces. There existed a variant of the uniform that lacked the robes and ceremonial helmet in favor of light armor, utilized by guards aboard the Imperial Star Destroyer Chimaera. They wielded electrostaffs and force pikes, a staff-like weapon with a vibro-edged head. Additionally, their robes hid a heavy blaster pistol, a vibroblade, and various other weaponry. When on the battlefield, Royal Guards would abandon their traditional weapons in favor of an arsenal better suited for combat, including the T-21 light repeating blaster, Smart Rocket, and the homing shot.

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The Imperial Royal Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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The Royal Gard adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and be wielding a melee weapon.

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The Imperial Royal Guard makes two attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 9 (1d10+4) kinetic damage plus 14 (4d6) lightning damage.

On a hit, the target must then succeed on a Constitution Saving Throw (DC 17) or become stunned.

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ManufacturerVarious
TypeDefensive emplacement artillery

A hidden turret was a blaster turret emplacement used to defend an area and surprise unaware enemies.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the turret is inactive, it is indistinguishable from an ordinary section of floor, wall, or ceiling.

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The turret uses its Intelligence modifier for attack, damage, and initiative rolls. Intelligence (Investigation) and Wisdom (Perception) checks made to identify an inactive turret are made with disadvantage.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 7 (1d10+2) energy damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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As a bonus action, the Mandalorian can move up to its speed toward a hostile creature that it can see.

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When the Mandalorian attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

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The Mandalorian deals one extra die of damage with its weapons and equipment and saving throws with explosives have an additional +2 to the DC (included in the attack).

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Activating or deactivating the jetpack requires a bonus action and, while active, the Mandalorian has a flying speed of 40 feet.

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The Mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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While wearing medium armor, the Mandalorian adds +1 to its AC (included).

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The Mandalorian chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes, once per round it deals 4 (1d8) additional damage to its quarry. Additionally, the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

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If The Mandalorian fails a saving throw, he can choose to succeed instead.

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The Mandalorian halves the damage that it takes from an attack that hits it.

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The Mandalorian makes three carbine rifle attacks and uses either its thermal detonator, wrist flamer, or wrist missile, if available.

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Rapid 3; one target within range must succeed on a Dexterity saving throw (DC 21) or take 20 (3d8+7) energy damage.

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Ranged Weapon Attack +13, Range 80/320 ft., One target. Hit : 17 (3d6+7) kinetic damage.

Each creature within 10 feet of the target must make a DC 15 Dexterity saving throw, taking 10 (3d6) kinetic damage on a failed save, or half on a successful save.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage plus 10 (3d6) fire damage.

The Mandalorian throws a grenade at a point within 40 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) fire and 10 (3d6) kinetic damage on a failed save, or half as much as on a successful one.

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Each creature in a 15-foot cone or a 30-foot line must make a Dexterity saving throw (DC 15). A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. Any flammable objects in the area that aren't being worn or carried are ignited.

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Ranged Weapon Attack +12, Range 30/120 ft., One target. Hit : 14 (2d6+7) kinetic damage.

Each creature within 5 feet of the target must make a DC 15 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save, or half on a successful save.

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The Mandalorian can move up to his speed without provoking opportunity attacks.

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The Mandalorian makes one carbine rifle attack.

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.

The target is grappled. On the target's turn, it can use an action to make a Strength saving throw (DC 15) to attempt to break the wire.

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\"Good girl.\"

- Obi-Wan Kenobi to Boga

DesignationNon-sentient
ClassificationReptavian
Subspecies
  • Deathspine varactyl
  • Dwarf varactyl
  • Pijal varactyl
Average height4 meters at the shoulder
Average length15 meters
Average mass1.150 kilograms
Skin color
  • Green in females
  • Orange in males
Feather color
  • Blue and green in females
  • Brown in males
Homeworld
Utapau
Diet
Herbivore

Varactyls, also known as Dragonmounts, were reptavian herbivores native to the planet Utapau, though some specimens found their way to worlds such as Kashyyyk and Belsavis.

Biology

They had beaked faces and long, powerful tails that could stretch to 10 meters. The varactyl's flexible neck supported its armor-plated skull, and both male and female dragonmounts had crests and a ridge of mid-body spines displayed during courting. While females sported blue-green plumage and skin, males were mostly dull shades of orange and brown. Most important were the varactyl's five-toed feet. Not only could a varactyl run very fast, but their feet were adapted with tiny hairlike structures that allowed them to climb the rocky walls of Utapau's sinkholes. This marked the varactyl as an excellent mount for the native Utapauns.

A varactyl's vocalizations were short, loud hooting calls.

Varactyls were very intelligent creatures who long remembered previous riders. The varactyl's reaction to a rider depended on how that rider had treated it previously: it would be loyal and affectionate to a good rider, but hostile and dangerous to an abusive one.

Varactyl subspecies included the dwarf varactyl, varactyl venomblade, varactyl preystalker and deathspine varactyl. It could be related to the Nos monster on Utapau.

History

Long ago, the stunted Utai learned to tame wild varactyl and still served as wranglers for the dragonmounts, acting as keepers of both varactyl and their flying dactillion cousins. Varactyl were known to be loyal and obedient steeds. Riding a varactyl was reportedly similar to riding the speedy suubatars of Ansion. Both creatures were fitted with high-backed saddles for their riders.

In order to track down General Grievous, Obi-Wan Kenobi used a particularly swift and loyal varactyl named Boga. In record time, Boga reached the tenth level of Pau City, and engaged General Grievous in his wheel bike in a furious chase through the city.

Commander Cody carried out Palpatine's Order 66 by ordering an AT-TE's gunner to fire upon Boga and Obi-Wan; however, the AT-TE's cannon blast hit a wall near them, and the two plunged to the grotto below.

Many years before the Galactic Civil War, someone had brought a live varactyl egg to Kashyyyk. When the egg was subsequently lost, it hatched, and soon dozens of varactyl populated a section of jungle on the Wookiee homeworld. As varactyls are not known to be able to reproduce asexually, how this happened is unknown.

A large number of varactyls once attacked the Wookiees of the Kerritamba Village. After they had finally fended off the attacks at the Great Tree, the Wookiees drove the varactyls out of the Kkowir Forest.

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If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Founder(s)Darth Sidious
Leader(s)
  • Darth Sidious
  • Darth Vader
Location(s)
  • Coruscant
  • Death Star
Date foundedc. 29 BBY
Affiliation

Galactic Empire (Stormtrooper Corps, Emperor's Royal Guard)

The Emperor's Shadow Guard was an organization of elite, Force-sensitive soldiers recruited from the defeated remnants of the Sun Guard and Jedi Knights who fell to the dark side. They served the Galactic Empire during the Great Jedi Purge. They were trained by Darth Vader.

Characteristics

Few Imperials knew the true origins of the mysterious and powerful Shadow Guard, an elite special operations unit within the Emperor's Royal Guard. They were silent and enigmatic warriors that received orders directly from Emperor Palpatine himself and were often sent to eliminate suspected Jedi and other Force users. When necessary they would also be put under the supervision of Darth Vader. The job of the Emperor's Shadow Guard was mainly to guard the Emperor, also known as Darth Sidious.

These guardsmen demonstrated Force powers of their own which led many to suspect that they were in fact former Jedi that had been captured, tortured and brainwashed by Palpatine, but this was a rumor that was never proven. The Shadow Guards commanded a great level of respect within the Empire's ranks and often led quartets of Imperial Stormtroopers into battle against the Emperor's most hated foes. Shadow Guard members were always guarded by their own detail made up of Imperial Navy Commandos or stormtroopers, or in certain cases, members of the standard Royal Guard, although they were easily defeated during their battles with Starkiller.

They were capable of using a range of Force abilities such as Force lightning, Force Repulse, Force Push, Force Choke and Force Maelstrom.

History

Near the end of the Clone Wars conflict, the Sith apprentice Count Dooku ordered his minion Asajj Ventress to execute most of the Sun Guard organization. Several of the more devoted Sun Guards were placed in Palpatine's Red Guard, later to join his Royal Guard. Those who were Force-sensitive were selected as candidates for the Emperor's Shadow Guard.

In about 17 BBY, two members of the Shadow Guard were sent to a Golan space defense platform in orbit of the planet Byss, to serve Inquisitor Valin Draco as part of a training mission. The station was attacked by the Alderaanian Resistance during the Battle of Byss and the Shadow Guards fought against a number of Resistance agents that had boarded the station.

The Shadow Guard were used during operations in 2 BBY, in attempts to silence Darth Vader's rogue Sith apprentice, Starkiller.

A lone Shadow Guard, along with several Imperial Navy commandos was sent to Nar Shaddaa when Starkiller tried to find Jedi Master Rahm Kota at a local bar called the Undertow, where he had caused a commotion in searching for information as to Kota's whereabouts. The Shadow Guard was killed when Starkiller used a Force Maelstrom to blow him out of the bar. Having extinguished this threat, Starkiller headed to Cloud City on Bespin.

Four other Shadow Guards were sent to Cloud City with a squad of stormtroopers to assassinate both Starkiller and Master Kota but were forced to fight Starkiller in several duels, one of which where their bolts of Force lightning collided in a battle of wills whereas. Despite all the efforts to move the ball of energy towards their opponent, Starkiller easily overpowered the guard. The last guard was then hit with both Starkiller's bolt and his own killing him instantaneously.

At least one was stationed on Kashyyyk and tried to prevent Starkiller from getting near the Imperial skyhook, but he was subdued and killed by the aspiring Sith pupil, who ran him through with his own lightsaber pike.

At least one was found on Raxus Prime in the Imperial Ore Facility, though this was actually PROXY using a program based on a Shadow Guard to try to kill Starkiller. Later, the young apprentice actually encountered a real Shadow Guard at the Ore Cannon Control. He met his end when Starkiller trapped him in a Force Grip and threw him into the ore cannon, incinerating him.

A final known Shadow Guard led the last line of defense of Palpatine's watchtower on the Death Star I, this one backed by a quartet of Royal Guards wielding lightsaber pikes. The guard was grappled by Starkiller, who broke his neck and killed him.

Equipment

Their appearance was identical to the Royal Guard, except that their armor and visor colors were inverted, with the full body armor and robe being black and the visor red. The armor provided them a great deal of protection making it both functional as well as ceremonial in purpose.

Their primary weapon was a lightsaber pike with a red beam extending from the tip of the weapon. In addition to this, their equipment included a heavy blaster pistol as well as a utility belt which included a medpac. Furthermore, they possessed a comlink which was long range, encrypted and miniaturized as well as including holo capability. Sometimes they carried cloaking devices.

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.

The Imperial Shadow Guard makes two attacks.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 7 (1d6+4) energy damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Speeders

A speeder is any hovering high-speed ground vehicle\nthat uses anti-gravity repulsorlift technology and\noperates within a planet's atmosphere. Examples\ninclude landspeeders and airspeeders, which were not\nstrictly repulsorcraft as they did not hover above the\nground. Some speeders have afterburners that enable\nhigh-speed ight. Airspeeders are able to y at\naltitudes higher than landspeeders, some reaching\nheights of more than 250 kilometers. 

\n\t\t\t\t
\n\t\t\t
\n\t\t

Landspeeder

Low-power repulsorlifts allow most landspeeders to\nconstantly hover one to two meters above the ground,\nboth when stationary and while traveling. Turbine jet\nengines are responsible for propelling the vehicle\nforward. Some landspeeders also include mounted\nweapons either at the front of the craft or above and\nbehind the pilot and/or passengers.\n

\n\t\t\t\t\t

Hundreds of designers, manufacturers and models\nexist throughout the galaxy, though the SoroSuub\nCorporation dominated the landspeeder market\nbefore and during the reign of the Galactic Empire.\n

\n\t\t\t\t\t

Most landspeeder models are capable of carrying\none or more passengers, and top speeds vary between\n100 and 250 kilometers per hour. Most models are\nbetween 3 to 8 meters in length. Cockpit congurations\non many models feature retractable windshields and\ncanopies that allow the driver and passengers to be\neither fully enclosed, or open to the air.\n

\n\t\t\t\t\t

There are many types of landspeeders, from sporty\ncivilian models designed for speed and ashy looks to\neveryday utility craft that range from small speeder\ntrucks capable of hauling small cargo to massive\nfreighter-like transports that could carry tremendous\nloads. There are even a number of models built\nspecically for military use.

X-34 Landspeeder

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The X-34 is a civilian landspeeder of mundane design\nproduced by SoroSuub Corporation. Built with a\npowerful repulsorlift engine augmented with three air-\ncooled thrust turbines, the X-34 hovers up to a meter\no the ground during operation. The vehicles are\ncapable of crossing rough terrain, and are well-suited\nfor harsh desert climates. Available in open-air or\nsealed cockpit designs, the speeders lack any form of\ncombat capability in the form of weapon mounts or\narmor. The X-34 is fast, if fairly nondescript in\nappearance, and measures 3.4 meters in length. X-34 landspeeders utilized by the\nRebel Alliance were retrotted with\nblaster cannons. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/avatar.webp","token":{"flags":{},"name":"Landspeeder, X-34","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"QD8R1RN98px8N9cf","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":45,"max":45},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OGJlOTdhZjM5ZWE3","flags":{},"name":"Quick Escape","type":"feat","img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/avatar.webp","data":{"description":{"value":"

The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ffects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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.

As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

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The Jedi has advantage on saving throws against poison and disease.

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The jedi deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the jedi doesn't have disadvantage on the roll.

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On each of its turns, the Jedi Infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

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If the Jedi Infiltrator is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fail

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The Jedi Infiltrator is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 33 force points).

The

Jedi knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect,

saber throw

1st level:battle precognition, force jump, force mask, force

propel, slow descent

2nd level: calm emotions, force camouflage, stun, stun droid

3rd level: telekinetic storm, knight speed, sever force

4th level: disable droid, improved force camouflage

5th Level: telekinesis

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YzVlMWViYzhlM2Y4","flags":{},"name":"Retreating Leap","type":"feat","img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","data":{"description":{"value":"

When a creature makes a melee attack roll against the jedi, it can use it’s reaction to jump 10 feet in a direction of it’s choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks.

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.

When the Jedi makes three lightfoil attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000}]} +{"_id":"QSWPrrjjJWoDbrsh","name":"**Mirialan Fallen Jedi","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":22,"proficient":1,"min":3,"mod":6,"save":10,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":9,"prof":4,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"19 with battle precognition"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"20d8+20"},"init":{"value":0,"bonus":0,"mod":6,"prof":0,"total":6},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (Mirialan)","environment":"","cr":10,"powerLevel":0,"xp":{"value":5900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 18","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":2,"ability":"dex","bonus":0,"mod":6,"passive":24,"prof":8,"total":14},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","token":{"flags":{},"name":"Mirialan Fallen Jedi","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"QSWPrrjjJWoDbrsh","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":110,"max":110},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NzEzZjI0ZjE4NDkz","flags":{},"name":"Surprise Attack (1/rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

If the Jedi surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MzBhZWM4NzAzZWVj","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

The Jedi can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NmRkN2ZlMzQ3OTAz","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo it's proficiency bonus to make an additional two-weapon fighting attack, also without it's proficiency bonus.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDFlN2FlZDlhZWYy","flags":{},"name":"Avoidance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

If the Fallen Jedi is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MmY3NjI0ZmU2MGE1","flags":{},"name":"Force Enhanced Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

The Fallen Jedi primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MWNjZWNkOGUwZDU5","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

The Fallen Jedi is a 12th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 36 force points).

The Fallen

Jedi knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect

mind, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, phase strike, hex

2nd level: stun droid, phasewalk, darkness

3rd level: dark aura, knight speed, sever force, force repulse,

choke

4th level: improved force camoflauge

5th level: telekinesis

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MTk4MjAyNWZhY2Y5","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

The Jedi adds 4 to her AC against one melee attack that would hit her. To do so, the Jedi must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZWU1ZGJiNWNiMzA5","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Jedi makes three lightfoil attacks or two lightfoil attacks and two offhand lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NGNlYjA4YTdiZmYw","flags":{},"name":"Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"NGUyOGQ0YWJlMzlk","flags":{},"name":"Offhand Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000}]} +{"_id":"QUxnfEFUPkMUASs5","name":"Trooper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"light battle armor"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8+4"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"They'll do their job well. I'll guarantee that.\"

- Jango Fett

Organization type
Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Republic Military)

Clone troopers, also known as Republic troopers, Republic troops, Republic soldiers, and nicknamed the \"Boys in White,\" were highly trained soldiers in the Grand Army of the Republic. Representing the future of galactic warfare, clones were designed to be far superior to battle droids. During the last years of the Galactic Republic, clones formed the backbone of the Republic Military that waged war against the droid armies of the Confederacy of Independent Systems. The Clone Wars was named after the Republic's clone army, which became symbolic of the conflict that had spread throughout the galaxy after a millennium of peace.

Clone troopers were grown on the planet Kamino at the request of Jedi Master Sifo-Dyas, having secretly commissioned the Kaminoans to build an army for the Republic. After his death, the project was taken over by the Sith. Clones were modeled on a human template, the bounty hunter Jango Fett, although their genetic structure was modified to make them less independent and more docile than their progenitor. They were also designed to age at twice the rate of natural humans, accelerating their growth and making them ready for combat in a decade's time. As the Separatist Crisis gave way to open war, the Galactic Senate empowered Supreme Chancellor Sheev Palpatine to call the clone troopers into action, leading to their debut on the battefield of Geonosis. For three years, clones fought the Separatist droids on all fronts across the galaxy. They were loyal to their Jedi Generals and the Supreme Chancellor; though some clones questioned their service, leading to isolated cases of desertion and treason, most were proud to serve the Republic as it was the only life they had ever known.

Galactic history was forever changed by a hidden control chip implanted in every clone. Chancellor Palpatine, discovered by the Jedi to be the Sith Lord Darth Sidious, issued Order 66—calling for the annihilation of the Jedi Order. With the Jedi labeled as enemies of the state, the clones turned against their generals, slaughtering them across worlds and inside the Jedi Temple on Coruscant under the stewardship of the Sith Lord Darth Vader. Sidious subsequently assumed absolute power as the self-proclaimed Emperor of the Galactic Empire. Clones initially served as Imperial stormtroopers in the New Order, but were soon replaced by human conscripts. Their armor, weapons, and training inspired generations of white-armored warriors, especially the First Order stormtroopers who were also trained from early childhood to become super-soldiers.

History

Origin

\"They are totally obedient, taking any order without question. We modified their genetic structure to make them less independent than the original host.\"

\"And who was the original host?\"

\"A bounty hunter called Jango Fett.\"

- Lama Su and Obi-Wan Kenobi

Years before the Invasion of Naboo, Jedi Master Sifo-Dyas came to believe that the galaxy would soon become engulfed by war. He therefore advocated for the creation of an army to ensure the defense of the Galactic Republic, but his views were ultimately rejected by his peers and he was cast out of the Jedi High Council. Undeterred by the lack of support from the other Jedi, Sifo-Dyas secretly contacted the Kaminoans—a species of experts in cloning, native to the planet Kamino—and commissioned them to create an army of clone soldiers for the Republic without authorization from either High Council or the Galactic Senate.

Shortly afterward, Sifo-Dyas was killed by the Pyke Syndicate at the behest of the Sith, resulting in the Sith's takeover of the clone trooper project. Darth Tyranus, the apprentice of the Sith Lord Darth Sidious, recruited the bounty hunter Jango Fett to become the genetic template of the clone army. Various modifications were made to the Fett genome so that the clones would grow faster and be more susceptible to following orders. Hyper-aggressive and volatile tendencies were tailored; the Kaminoans resorted to growth acceleration in order to create mature clones in half the time a human took to reach maturity. Fett's genetic structure was further modified to make the clones less independent and more docile than their template. However, the clones were also designed to be capable of creative thinking, making them far superior to battle droids according to Prime Minister Lama Su. In addition to Fett's financial compensation, the bounty hunter requested an unaltered clone for himself. As a result, the clone known as Boba Fett was created without the genetic modifications that caused the other clones to grow faster and obey orders without question. Jango became a near-mythologized figure, and clones came to view him as their father figure. However, the bounty hunter himself had no pride in the army, stating they were the cloners' creation and viewing them as livestock made to be cannon fodder.

Although the Kaminoans believed that the army was meant to serve the Republic, the Sith intended to use the clone troopers as their secret weapon against the Jedi Order. The clone army's true purpose was to exterminate the Jedi, and to that end an organic inhibitor chip was implanted into the brain of every clone trooper at the third stage of their development, of which at least one failed in clone trooper Tup, causing him to kill a Jedi beforehand. Officially, the chips were supposed to make the clones less aggressive and independent than Jango Fett. The significance of the inhibitor chip was supported by the assertion that a clone would become mentally unstable and dangerous to everyone around him if his chip was damaged or surgically removed. The chips were, in fact, created to compel the clone troopers to execute Order 66—a secret protocol that authorized the destruction of the Jedi Order.

Each clone trooper had an identifying code inserted in his left wrist. During the Clone Wars, the codes were linked to the file of every individual trooper in the Republic's military database. The files, which could be accessed by an astromech droid via the scanning of a clone's identifying code, contained the clones' designation, rank and overall service record, as well as any specialized training and the units that he was affiliated with. Most clones also shared their template's dark-brown eyes, black hair, and olive skin. While there were some genetic variations, most of these clones would ultimately remain confined to Kamino, being embarrassments or case studies.

Within a decade after Sifo-Dyas commissioned the creation of the clone army, the first two-hundred thousand units were ready with a million more underway. Around the same time, the Jedi Knight Obi-Wan Kenobi discovered the clone project on Kamino and duly informed the Jedi Council. By then, the galaxy was on the verge of a civil war between the Republic and a secessionist movement that ultimately formed the Confederacy of Independent Systems. Since the Jedi lacked sufficient manpower to guard the entire Republic, the Senate resolved to grant emergency powers to the executive branch. As a result, the clone troopers were formally organized into the Grand Army of the Republic by Supreme Chancellor Sheev Palpatine—the elected leader of the Senate and public persona of Darth Sidious, Dark Lord of the Sith.

Clone Wars

Soldiers of the Republic

\"I have to admit that without the clones, it would have not been a victory.\"

\"Victory? Victory you say? Master Obi-Wan, not victory. The shroud of the dark side has fallen. Begun the Clone War has.\"

- Obi-Wan Kenobi and Yoda

Clone troopers were deployed into battle for the first time on the planet Geonosis, where twelve Acclamator-class assault ships supplied by Kamino were loaded with two battle armies, or 192,000 troops. Under the leadership of the Jedi, the Grand Army of the Republic forced the Separatist Droid Army into full retreat and consequently won the first battle of the Clone Wars. In the wake of the Republic victory on Geonosis, Count Dooku—the alter ego of Darth Tyranus—rallied a growing number of dissenting worlds to the Separatist cause, further dividing the Republic and forcing the clone troopers to fight the war on all fronts across the galaxy.

Throughout the conflict, clone troopers continuously demonstrated extreme loyalty to the Galactic Republic, especially their Jedi Generals and the Supreme Chancellor. Yet while the clones were conditioned to be absolutely obedient, every clone developed his own unique identity. Though encouraged to identify with their cohort, the clones received no time to form friendships beyond a soldier's bond. Insufficient or rushed field care led some clone veterans to have deep, physical scars. These soldiers wore their scars with pride, and some refused rehabilitative treatment to remove them.

The distinction between each clone ranged from loyal units, such as Clone Commander CC-2224 \"Cody\" and Clone Captain CT-7567 \"Rex,\" to a minority of clones who proved to be disloyal or uncommitted to the Republic's cause, such as Clone Sergeant \"Slick.\" Regarding service as slavery, Slick betrayed the Republic by accepting bribes from the Separatists and was therefore arrested as a traitor by the Grand Army. Another clone trooper displayed aberrant behavior by deserting the Grand Army and becoming a farmer under the name \"Cut Lawquane.\" For the most part, however, the clones found pride in their purpose as soldiers, and many continued to sacrifice their lives for the Republic. The clones fought alongside the Jedi and each other, and clone troopers viewed each other as brothers. While admirable, this quality could keep them from seeing the bigger picture and make them willfully ignorant of the Republic's politics. In particular, clones tended to view their fellow soldiers as family, fallen comrades as ancestors, and new recruits as descendants. Troopers also tended to see their barracks or starships as places of work.

As the Clone Wars dragged on, the stress of combat and high casualties caused cracks and strains among the ranks of the clone soldiers. Personality quirks, once considered harmless or even essential to their mental development, began to express themselves in extreme and polarizing ways. Each unit created their own rituals, small ways to identify squad mates, those from the same company, and veterans of specific campaigns. A soldier that talked about \"cracking that crystal\" identified themselves as a veteran of Christophsis and the assault on Crystal City, while an officer calling targets \"bugs\" revealed he fought in the hives on Geonosis. While many clones respected a soldier with a different background, some felt separated by time, space, and the unique aspects of their struggle.

Though the vast majority of clones remained loyal to the Republic over the course of the three-year conflict, as time progressed a small number began to question their strict obedience. Naive new clones fresh from the clone tanks found themselves fighting alongside veterans with years of combat experience, the deaths of comrades, objectives gained and failed, and the often-ineffectual civilian Republic leadership. Consequently, some veterans developed a skepticism of Republic bureaucracy that shocked even the most cynical of rookie clones. Unlike most \"natural\" species where youth question their elders, it was the older clones of the Grand Army of the Republic who found themselves questioning their values and traditions. These clones still found comfort in the company of their brothers, but life no longer seemed as cut and dry to them.

Public image

\"Valiant men, the clones have proven to be. Saved my life and yours they have many times. Believe in them we must.\"

- Yoda

Throughout the Clone Wars, clone troopers featured prominently in propaganda sponsored by both the Republic and Separatist media. Through the Commission for the Protection of the Republic, a populist organization commonly known as COMPOR, clones were portrayed as the public face of the Republic's war effort, resulting in the publication of patriotic artwork such as Unite and Support the Boys in White. The posters expressed patriotism and civic duty to the citizens of the Republic. Part of a large outreach campaign, clone troopers became the symbol of the war effort, largely replacing the Jedi of previous years. Projecting strength and unity, they reminded citizens that their sacrifices were funding peace through military might.

Such messages were intended to ingrain the image of the clone trooper as brave soldiers risking all for freedom, democracy and the Republic. Although COMPOR also wanted to use the Jedi Order as a tool for propaganda, Chancellor Palpatine advised against this course of action, citing sympathy for the Jedi's reluctant acceptance of their new role during wartime. As a result, very few examples of pro-Jedi messages exist as COMPOR devoted their full attention to promoting support for the clone troopers as well as loyalty to the Republic and, in particular, Chancellor Palpatine.

By contrast, the Confederacy of Independent Systems decried the clone army as a biological abomination—an inhumane practice in which weaponized embryos were carried to artificial term and turned into disposable killing machines. The Separatist cause was, therefore, portrayed as the more \"humane\" approach due to the Confederacy's use of battle droids. As the war carried on, more Republic citizens became disillusioned with the seemingly endless conflict, allowing Separatist and anti-war propaganda to take root in the Republic's territory. Widespread discontent began to erode the clones' public image despite COMPOR's efforts; even their civilian-coined nickname \"Boys in White\" backfired as anti-war activists pointed to the fact that the clones were barely thirteen years old by the third year of the Clone Wars.

Order 66

Sith conspiracy

\"I like a good mystery.\"

\"Yeah? You ever hear the one about the people engineered to kill, engineered to kill their best friends, their leaders, and they don't even know it?\"

- Jay Igno and CT-5555[src]

Near the end of the war, Order 66 was nearly discovered by the Jedi. CT-5385 \"Tup\" was a clone trooper in the 501st Legion who became mentally unstable when his inhibitor chip malfunctioned during the Battle of Ringo Vinda, causing him to kill Jedi General Tiplar. This premature execution of Order 66 resulted in an investigation by the Republic, the Jedi, and the Kaminoans. The Sith also took an interest in the matter; Count Dooku—whom Lama Su and Nala Se knew only as \"Tyranus,\" their secret benefactor—instructed the Kaminoans to prevent the Jedi from discovering the true purpose of the inhibitor chips. Tyranus was also disturbed by the degree of individuality that the clones displayed in spite of their psychological conditioning; Nala Se believed that the Jedi were responsible for encouraging greater creative thinking in the clones. Nevertheless, she was certain that, with the exception of Tup's damaged chip, the rest of the chips would function according to their design.

During the investigation, ARC trooper CT-5555 \"Fives\" became increasingly convinced that the inhibitor chip was part of a conspiracy against the Republic and the Jedi. Against Nala Se's advice, he was allowed to plead his case to Chancellor Palpatine. However, their meeting led the ARC trooper to believe that the Chancellor was involved in the conspiracy, although he was unaware of to what extent. Jedi Master Shaak Ti witnessed Fives's attempt to assassinate the Chancellor and prevented him from succeeding. Soon after his escape from the Grand Republic Medical Facility, Fives, who was trying to warn Jedi General Anakin Skywalker and Captain Rex, was cornered by the clone shock troopers of the Coruscant Guard and executed by Commander CC-1010 \"Fox\", commander of the Coruscant Guard. The investigation falsely concluded that Tup's chip was infected by a rare parasite native to Ringo Vinda and Fives succumbed to madness after removing his own chip on Kamino.

Shortly before dying, Tup and Fives—both of whom had their chips removed—described Order 66 as a mission that they repeatedly experienced in their nightmares. With their deaths and the removal of any evidence that could alert the Jedi to the existence of Order 66, the Chancellor convinced the Jedi Council that the clone troopers did require their inhibitor chips. Still, Rex, who had held Fives as he died, submitted a grievance report, where he stated the inhibitor chips could have an alternate purpose. While he was not sure if he believed it and knew the report would be ignored, Rex believed he owed it to Fives to record what he had learned.

The death of Fives did not completely ensure the secrecy of Order 66, however. The Jedi Council began inquiring into the specific circumstances regarding the mysterious death of Sifo-Dyas, the founder of the clone army. Alarmed by the Jedi's interest in the matter, Darth Sidious tasked his apprentice with the responsibility of eliminating any remaining loose ends that could connect the Sith with the creation of the clones. Darth Tyranus journeyed to the planet Oba Diah and killed Minister Lom Pyke of the Pyke Syndicate, but not before the Pyke revealed to the Jedi that Tyranus and Dooku were one and the same.

The Jedi Council was disturbed by the revelation of the Sith Order's involvement in the creation of the clones. Yet in spite of their suspicions regarding the reasons the Sith would provide the Jedi with an army, the Council ultimately chose to conceal their findings from the public and the government, fearing that such a discovery would undermine public confidence in the war. Moreover, Grand Master Yoda defended the clones' integrity to his peers, believing that the Jedi could trust in their loyalty as they had saved their lives many times and had proven worthy allies.

Fall of the Jedi

\"How widespread is this?\"

\"Ahsoka, it's all of us. The entire Grand Army of the Republic has been ordered to hunt down and destroy the Jedi Knights.\"

- Ahsoka Tano and Clone Commander Rex discuss Order 66

After three years of constant warfare, the Separatist forces attacked Coruscant, the Republic capital world, and managed to abduct Chancellor Palpatine in the process. The clone troopers rallied to Coruscant's defense while the Jedi Knights Obi-Wan Kenobi and Anakin Skywalker rescued the Chancellor. During the battle, Darth Tyranus was slain by Skywalker—an act which brought the Clone Wars closer to a successful conclusion for the Republic. The Jedi Council moved to capitalize on the momentum gained by Tyranus' death in the hope of ending the war.

The Grand Army continued to fight the war on various worlds across the galaxy, including Mygeeto, Felucia, Cato Neimoidia, and Saleucami. New fronts were opened as clone troopers were deployed to Kashyyyk and Utapau; and other planets as part of the Outer Rim Sieges. CC-1004 \"Gree\" and the 41st Elite Corps fought side-by-side with the Wookiees in the Battle of Kashyyyk, under the command of Yoda, while Kenobi and Cody oversaw the Battle of Utapau between the 212th Attack Battalion and General Grievous's droid army.

As the Republic drew closer to achieving total victory in the Clone Wars, Chancellor Palpatine revealed his true identity as Darth Sidious to the Jedi, provoking an immediate response from the Jedi Council. The consequent confrontation between the Council and the Dark Lord ended in the deaths of several Jedi Masters, including Mace Windu, and Anakin Skywalker's fall to the dark side of the Force. Now anointed as the Sith Lord Darth Vader, Sidious's new apprentice participated in the 501st Legion's assault on the Jedi Temple. Under the influence of Order 66, the 501st clone troopers stormed the Temple and exterminated the Jedi within. None of the Jedi were spared, including the younglings.

Around the same time, Darth Sidious issued Order 66 to the clone troopers throughout the galaxy—declaring every Jedi an enemy of the Republic. Order 66 triggered the hidden chips within the clones, compelling them to comply without question or hesitation with the plan to annihilate the Jedi. The clones turned on their unsuspecting allies and slaughtered them across numerous worlds. With the exception of a few survivors, the Jedi were all but extinct in the aftermath of the initial execution of Order 66. In addition, this protocol did not end with members of the Jedi Order, as clone troopers who failed to comply with the order were to be killed as well. Aboard a Venator-class Star Destroyer, Skywalker's former Padawan, Ahsoka Tano, and the rogue Sith Lord Maul were also targeted by the clones of the 332nd Company, who had been serving with Tano in the Siege of Mandalore. Rex, who had been promoted to be the company's Clone Commander, managed to resist his chip's control for long enough to tell Tano to find Fives. While he then fell victim to its control, Tano escaped the troopers and released Maul from captivity, intending to have him be a distraction. Tano then looked into Fives, finding Rex's grievance report on the chips. With the help of astromech droids R7-A7, CH-33P, and RG-G1, Tano had Rex knocked unconscious and brought to the medical bay, where they removed his chip, freeing him from Order 66.

After Rex informed Tano that the entire Grand Army had turned against the Jedi and their escape from the medical bay, Tano led Rex and the astromechs to the hangar to steal a shuttle. Elsewhere, Maul continued to move through the warship, ultimately entering and destroying the hyperdrive room. This pulled the Star Destroyer out of hyperspace and into the gravitational field of a moon, but the 332nd remained determined to kill Tano, even if it would result in their own deaths. Even though the clone troopers blocked their path to a Nu-class transport shuttle, Tano did not want to harm the soldiers, but Rex, who shed a tear, informed her of the troops' determination to follow Order 66. Tano was still unwilling to take their lives and devised a plan to stall the troops; while R7 prepared to drop parts of the floor, Rex distracted Clone Lieutenant/ARC trooper CT-5597 \"Jesse\" and the other clones by bringing Tano before them and explaining a complication with their order. This was that Order 66 commanded the death of the Jedi, but Tano was no longer part of their organization. Jesse rebutted, noting that Rex had told them they were under special order to kill Tano and any disobeying clone. Rex made a final plea to Jesse, but the Clone Lieutenant believed Tano was a traitor and found his superior to be in violation of protocol 66. Stating Rex would be demoted and killed with Tano, Jesse prepared the company to execute their former allies, but R7 then dropped the floor, separating a large portion of the clones and letting Tano and Rex deal with the reminder. However, Maul then entered the hangar and stole their shuttle, forcing them to look for a ship on the hangar's lower level.

The clone troopers managed to blast the three astromechs, but Tano and Rex found a functional BTL-B Y-wing fighter-bomber before the Venator entered the atmosphere. Once both were inside the Y-wing starfighter, they landed the ship nearby the Venators crash site. The clones aboard the warship, including Jesse, had been killed by the crash, but Tano and Rex buried their former comrades and used their helmets to mark each clone's grave. Tano then abandoned her lightsaber at the site. Eventually parting ways, Rex and Tano had both agreed to leave for the Outer Rim Territories.

Imperial service

Soldiers of the Empire

\"I heard they shut down the facilities on Kamino. They'll train up the last batch of clones and that's it.\"

\"But that's crazy. Who will protect the Empire?\"

\"Don't know, Kicker. But it won't be us. We get to pack up old Jedi way stations and crate everything back to Coruscant. I think our fighting days are done.\"

- \"Ding\" and \"Kicker\"

Without the Jedi Order, the galaxy fell under the power of the Sith once more. Sidious, having accumulated absolute political and military control over the Republic, was able to become the self-proclaimed Emperor of the First Galactic Empire. The Republic was no more; democracy and liberty were supplanted by the absolute rule of the Sith, leading to sweeping alterations that distinguished the New Order from the old system. During this time of change, all remaining clone troopers were re-designated as Imperial stormtroopers. As a result, the soldiers that once defended the Republic became the Empire's elite shock troops, enforcing the Emperor's will and destroying his enemies during the early days of the new Imperial Era.

Despite the clones' role in the formation and enforcement of the early Empire, the clone trooper production line was halted, causing rumors to spread across the ranks with clones such as \"Ding\" and \"Kicker\" pondering the Empire's future and the fate of their kind. Knowing that the clone army had only one generation left in its future, older clones dreaded the notion of retirement and, therefore, sought ways to remain on active duty, such as joining the Emperor's Royal Guard.

The drop in casualties following the end of the war allowed the Empire to suspend clone production without a major disruption in manpower as new, non-clone recruits took up the mantle. Nevertheless, the Empire continued to make use of clones even as they were gradually phased out of service. Clone troopers were dispatched to secure Jedi sites, such as the Mid Rim Jedi way station Brighthome, a task which the clones found tedious as they preferred to serve on the battlefield. In addition, shock troopers continued to patrol the upper levels of Coruscant and even supported Darth Vader in his efforts to capture Jedi Master Jocasta Nu, the Chief Librarian of the Jedi Temple Archives.

As time passed, however, the remaining clones were deemed no longer fit for military service due to their accelerated aging process. No longer using fresh clones to replenish the army due to the shutdown of the cloning hatcheries on Kamino, the Empire introduced birth-born human recruits and conscripts into the stormtrooper ranks, thereby causing the Imperial Military to transition from a clone army to a volunteer force. In 14 BBY, Sergeant \"Crest\" was a clone trooper who still served the Empire, although Darth Vader stated that the clone's aging may have been too fast for him to remain on active duty. However, Vader ultimately promoted Crest to the rank of lieutenant.

By 4 BBY most clones had been decommissioned and were regarded as obsolete. A small number of clones remained in Imperial service, acting as training instructors for the next generation of stormtroopers. One such clone was TX-828 \"Torrent\"; as one of the last clones in the Stormtrooper Corps, he was a rare sight by the time of the Battle of Yavin. At that time he was nearing the age of forty due to his accelerated growth process, with strands of gray coloring his black hair. By then the rarity of Torrent kind was such that ISB Senior Commander Alecia Beck was surprised to encounter a stormtrooper from the original Kaminoan production line.

An Imperial clone stormtrooper known as Crag remained in military service well into the Empire's reign, despite his accelerated age. Having served as a soldier since the time of the Republic, the old clone had a strong sense of duty, which he believed was maintaining order in the galaxy. However, his personality earned the ire of a fellow trooper, Sardis Ramsin, who regarded Crag as a \"relic.\" Crag was serving as a sandtrooper of Foot Patrol 7 when his team deployed to Mos Eisley on Tatooine, shortly before the Battle of Yavin in 0 BBY. They had been sent to capture two droids belonging to the Rebellion, C-3PO and R2-D2, but fell under the influence of a Jedi mind trick performed by an old hermit. Unbeknownst to Crag and his team, the old man with the droids was the Jedi fugitive Obi-Wan Kenobi, who used the Force to dominate the weak-minded troopers in order to move the droids into the city unopposed.

Life after retirement

\"What's the point of all this? I mean, why?\"

\"I don't know, sir. I don't think anybody knows. But I do know that someday this war is gonna end.\"

\"Then what? We're soldiers. What happens to us then?\"

- CT-7567 and CT-5555

During the later years of the Clone Wars, many clones talked about retirement as a reward for their service, but few knew what it entailed. Indeed, the Republic planned to retire the clones, but neither the government nor the clones knew what that meant. If a soldier brought the subject up, their commander would often put an end to the idle chatter. A few forward-looking clones contemplated work in corporate security or consultation with local militaries owing to their lack of civilian job skills, and their accelerated aging process decreased the likelihood of them learning and mastering such job skills before they died. However, strong loyalties to the former Republic created a moral quandary when it came to security work, as retired clones would possibly be fighting some of their former brethren.

Before the Republic collapsed, politicians had vetted certain officers about staying in a formalized and permanent Republic military to maintain the peace. A few exceptional clones had even been approached to run for political office. Having proven their loyalty to the Republic, and with the civilian population loving military heroes, many clones would have made ideal candidates were it not for the clones' general disdain for politicking.

Psychological impact of Order 66

\"The kid was right. Billaba was our hero. Yours and mine.\"

\"That traitor? No. Never!\"

\"Yes. She was. And Order Sixty-Six… We followed it—I followed it—as if under some kind of spell… As if I had no will of my own. No memories of the battles we had fought together. Not for one second did it occur to me to even question the Emperor's command!\"

\"Because when soldiers question orders, people die!\"

\"People died anyway! Master Billaba died at my hands! My friend, let's take one second now… Before it's too late.\"

\"You're talking like a Jedi traitor, Grey. We did what we had to do. Anything else is literally… Unthinkable.\"

- CC-10/994 and \"Styles\"

Some clones felt bitter and horrified by their actions, having been traumatized by the aftereffects of Order 66. On one occasion, CC-10/994 \"Grey\" was dismayed by his own thoughtless execution of Order 66—an experience which he described as being in trance, and therefore, unable to control his actions. Captain \"Styles\" did not share his commander's concern over the moral issues of Order 66, however. In an effort to atone for his participation in the Jedi Purge, Grey sacrificed his life to save Caleb Dume, the apprentice of Jedi Master Depa Billaba whom the clone killed while under the influence of Order 66.

Sometime after the issuing of Order 66 and the removal of Rex's chip, CC-3636 \"Wolffe,\" and CC-5576-39 \"Gregor\" had their chips removed. In the years that followed the Clone Wars, Rex and the other two clone veterans lived in retirement on Seelos, where they made a home out of a modified All Terrain Tactical Enforcer. Despite the effects of their accelerated growth, the aging clones decided to oppose the Empire by joining the nascent rebellion, a movement dedicated to the restoration of the Republic that the clones once served. Regarding the clones' view of stormtroopers, Rex was generally dismissive of the humans who replaced his brethren.

Clones in the Rebellion

\"Tell me, what's it like to be a traitor?\"

\"I'm no traitor. You want an answer, ask the Emperor about it.\"

\"Don't you feel guilty for turning your back on the Empire and joining these rebels?\"

\"These \"rebels\" are saving people's lives, which is more than the Empire's been doing across the galaxy.\"

- Jeken and Rex

Although the extensive majority of clone troopers were loyal to the Empire, held in place by training and established organic programming, a few clones were able to discover how to disconnect or repel their programming. Of those few, even fewer decided to rebel against the Empire, mostly due to their increasingly old age or situations. The rebellious clones brought their combat training and experience to the various resistance groups that they joined and were also knowledgeable in Imperial strategy and military bureaucracy. Although clones active in the growing rebellion operated apart from each other, some instances saw several clones working together.

At least one Jedi survivor harbored a grudge against the clones. Kanan Jarrus was traumatized by the events of Order 66, including the sudden execution of his Master, Depa Billaba by their own clone troopers, who betrayed and murdered the Jedi Master without hesitation. This experience caused him to develop a strong sense of bitterness towards the clones. After Clone Captain Rex joined the rebellion, Jarrus still possessed his grudge for a time, but Jarrus came to respect and view him as a friend after the Captain nearly sacrificed himself for Jarrus. After the mission, Jarrus went as far as to salute the clone, which surprised Rex, but he quickly returned it. After the rebellion fully formed into the Alliance to Restore the Republic, Rex continued to serve, and was eventually promoted to the rank of commander in the organization. He served in the Battle of Endor, which would prove to be a major loss for the Empire because of the deaths of Emperor Palpatine and Darth Vader.

Legacy

Galactic Empire

\"If it's a fight you want, I hope you brought a better class of soldier than those…stormtroopers.\"

\"They serve the Empire well, and I have a great many of them.\"

\"You're gonna need all of 'em.\"

- Rex and Alexsandr Kallus

Although the clone trooper program was decommissioned under the Empire, their service in the Clone Wars inspired a generation of birth-born humans, both throughout the conflict and the years that followed. At the time there was no army to enlist in; save for the clones' Jedi Generals, the Grand Army of the Republic was exclusively based on a single template. The Republic faithful nevertheless wanted to do their part as citizens of the thousand-year democracy; as such, they were encouraged by COMPOR propaganda to purchase war bonds or report acts of sedition to the authorities.

The Commission for the Preservation of the New Order (COMPNOR) built upon the carefully engineered symbols and messages of its COMPOR predecessor to accelerate the vast military expansion as decreed by Emperor Palpatine. For all of COMPOR's efforts to mythologize the clone troopers, portraying them as gallant heroes of the Republic in a barrage of propaganda, clones remained an abstraction in the public's mind. Yet whereas the Grand Army's ranks were exclusively clone-based, the galactic populace was encouraged by COMPNOR to serve the state by doing more than purchasing bonds, reporting treason or rationing supplies. With the cloning operation on Kamino suspended, ordinary citizens volunteered for military service in the hopes of wearing the armor of the Imperial stormtrooper and becoming heroes like the clone soldiers they idolized.

By the later years of the Galactic Empire, clone troopers and the Grand Army of the Republic were virtually forgotten, becoming what some called a \"lost generation,\" despite their valiant service. By the war's end, clones had saved billions of lives across the galaxy, while their vehicles and equipment inspired new weapons such as the E-11 blaster rifle, based on the common clone weapon the DC-15, and AT-AT, based off the clone tank the All Terrain Tactical Enforcer.

New Republic Era

\"Of course I don't believe it! A clone that knows the location of forgotten Separatist treasures? Not only is that ridiculous, but the clones are extinct!\"

- A Devaronian, in Takodana Castle

The clones of Jango Fett were extinct by the time of the New Republic Era. However, at least one clone trooper was said to have sired a child before dying in the Clone Wars. Sconto, according to his mother, was the son of that clone. Unlike the clone, Sconto aged at a normal rate and was living as a merchant in Utapau's Pau City—the site of one of the final battles in the Clone Wars—about thirty years after the Battle of Yavin. Sconto was proud of his heritage and therefore harbored resentment towards the Jedi, whom he held responsible for his father's death.

CT-6116 \"Kix,\" a clone trooper of the 501st Legion, was discovered by the pirate Sidon Ithano over fifty years after the end of the Clone Wars. At the time Ithano located a downed Separatist vessel and decided to raid it, assuming he would find valuable kyber crystals once belonging to Count Dooku. Instead, he found Kix, who had been frozen in stasis since the late Clone Wars, because he had discovered Order 66. The clone medic was deeply saddened when he learned about the end of the Republic and the loss of his brothers, and ultimately joined Ithano's crew due to his expertise in Clone Wars-era technology and the knowledge he possessed regarding the locations of former military locations.

First Order

\"How capable are your soldiers, General?\"

\"I won't have you question my methods.\"

\"They're obviously skilled at committing high treason. Perhaps Leader Snoke should consider using a clone army.\"

- Kylo Ren and Armitage Hux

Among military circles, the clones were remembered for their effectiveness. Determined to reclaim the Imperial legacy, the First Order initiated a clandestine project that centered on conscripting human children into its forces. Trained in live-fire drills and programmed through First Order propaganda, they became the new generation of stormtroopers. As the latest iteration of one of the most distinctive symbols of military might in the galaxy, First Order stormtroopers wore stark white armor derived from that of their Imperial predecessors and the Republic clone troopers who came before them.

Though General Armitage Hux had complete confidence in his soldiers, convinced they were well trained and programmed, his rival Kylo Ren doubted their loyalty to the First Order and Supreme Leader Snoke. During the cold war with the New Republic, Ren accused Hux's stormtroopers of harboring the potential for treason after FN-2187 betrayed the First Order. The dark warrior suggested that a clone army would be more reliable, using the rogue trooper as an example of a flaw that was potentially systemic to the stormtrooper program. The general responded to Ren's criticism by assuring him that the stormtroopers were exceptionally reliable in their combat skills and allegiance to the First Order.

At the height of the First Order–Resistance war, the Sith Eternal cult readied an army of elite soldiers to support the First Order's ultimate push toward galactic conquest. Though they were named after a revived sect of the dark side, Sith troopers were the culmination of decades that the Empire spent attempting to strip individuality from its soldiers. Molding individual beings into fervently loyal extensions of the Emperor's will was a process that experienced much trial and error since the Clone Wars. Darth Sidious was dismayed to discover that clone troopers exhibited disconcerting amounts of free will despite their genetically engineered background and numerous alterations. While the Sith troopers were not clones, they underwent flash-imprinting and loyalty conditioning built upon and advanced beyond the Kaminoan procedures of earlier generations. As a result, they were far more loyal and machine-like than the First Order's trained-from-childhood stormtroopers.

Training

\"I want you troopers to remember—we're shoulder-to-shoulder on those front lines. Brothers! And sometimes we may quarrel, but no matter what, we are united. Rule one: we fight together.\"

- \"Colt\"

In order to rapidly produce a large army, the clones were subscribed to an accelerated training and aging program. All clones went through painful accelerated growth before reaching maturity, all while enduring nonstop training, simulations, and testing. Letter and number identifications were assigned to the clones to remove any sense of identity, as the cloners and trainers on Kamino viewed them as pieces of a machine, and not people. Endless mental and physical drills bled into the clones' \"recreation,\" where they participated in sports and games that resembled battle situations. Any bouts of anger or rebellion were dealt with by placing clones in retraining pods, essentially isolation tanks. Throughout their time on Kamino, their engineers muttered veiled threats of \"disposal\" if the clones failed their testing. As the war progressed, the Jedi clamped down on the more egregious attitudes, but the engineers of Kamino maintained their view of the clones as merely a product.

As trainees, clones held the rank of clone cadet and were organized into multiple squads for the purpose of learning cooperation and teamwork. Cadets had several kinds of instructors; younger clones were monitored by full-grown clone sergeants and bounty hunters were hired to supervise the older clones. By the time of the Clone Wars, Jedi Master Shaak Ti personally oversaw the training of new generations of clone troopers. ARC troopers were also assigned to inspect the progress of future troopers. Clones deemed exceptional in comparison to the average, rank-and-file trooper, were given specialized training in order to become elite soldiers, such as clone commandos or ARC troopers.

During the war, Shaak Ti observed how some cadets such as Domino Squad struggled to complete their training. Lama Su, who regarded the Domino clones as sub-standard units, believed they were the result of the Kaminoans' need to stretch their remaining supply of Jango Fett's DNA due to the template's untimely demise on Geonosis. The prime minister also opined that a new genotype would have to be selected in order to produce more clones fit for combat.

The clones lived and trained in Tipoca City, the capital city of Kamino, throughout their time as cadets. Naturally, clones came to regard Kamino as their homeworld, just as official records did. Training and studying under the soft white lights of the clone facilities, most never saw the rain, oceans, clouds, or sky until they left for combat. Still, from the moment of their birth, the clones received encouragement from their trainers and genetic engineers to leave Kamino, and become soldiers among the stars.

At least two clone squads were given a tour of the Venator-class Star Destroyer Endurance during the Clone Wars as part of the Clone Youth Brigade. The point of this on-site training exercise was to test the cadets' knowledge regarding the functions and layout of a Star Destroyer. It was also meant to help prepare the cadets for their future as fully trained clone troopers.

The clones who failed to complete their training were disqualified from becoming soldiers. Instead of military service, failed clones—such as 99—were given janitorial duties and menial work. The cadets who succeeded in their trials were promoted to active duty.[60] Despite technically holding the rank of clone trooper, new troopers were regarded as rookies and referred to as \"shinies\" by older, more battle-experienced clones.

Clones were taught Basic, the language of the Galactic Republic. Those who spent a lot of time stationed on a specific planet could adopt a patois of the local language. Clones tended to litter their speech with jargon and slang—such as \"clankers\" for droids—incomprehensible to a civilian or a Jedi unfamiliar with military culture.

As the war progressed, command allowed clones to pursue hobbies within limited parameters to supplement their off-duty training and improve mental health. This improved morale and recovery; however, it also gave clones insight into the \"other side\" and how the civilian population lived.

Equipment

\"Generation One armor always holds up.\"

- Rex

Phase I clone trooper armor was the first version in the clone trooper armor series. It was issued to clone troopers on Kamino prior to the Clone Wars, and was in service until it was rendered obsolete by Phase II around the time of the Battle of Mon Cala. Both versions of clone trooper armor could be modified with an array of attachments, such as jetpacks and macrobinoculars. To better monitor ground movements and coordinate attacks, all clone troopers held a tracking device within their helmets that allowed controllers on Acclamator-class transgalactic military assault ships to better monitor the combat zone.

At first, Phase I armor used color to distinguish clones trained for leadership roles, such as captains and commanders, from each other and the standard troopers in the Grand Army of the Republic. As the Clone Wars progressed, color gradually became used for the purpose of armor customization and unit identification. The trend was maintained during the service of Phase II armor, but was ultimately discarded by the time of the creation of stormtrooper armor after the Clone Wars. The identifying white armor of both Phases signified an honorable symbol of defense; however, the creation of the stormtrooper skewed this symbolism into one of a faceless icon of conformity.

Clone troopers were armed with the DC-15 blaster rifle and DC-15A blaster for long ranged combat,[2] as well as blaster pistols for standard-ranged combat. They also wielded several types of grenades, including Electro Magnetic Pulse grenades and thermal detonators.

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On each of its turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide action.

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The trooper deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the trooper that isn't incapacitated and the trooper doesn't have disadvantage on the attack roll.

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DesignationNon-sentient
Average height1,8 meters
Skin color
  • Brown
  • Yellow
Distinctions
  • Plumb body
  • Four legs
  • Short snout
Homeworld
Naboo
Habitat
Grasslands
Diet

Herbivore

Shaaks were plump quadrupedal herd animals native to the grasslands of Naboo. Shaaks were often raised for their meat, and had large, rotund bodies. They had relatively weak legs, however, and were barely able to keep themselves upright.

Characteristics

The herbivorous shaak was a wandering animal, and was found in multiple regions of the planet. However, they tended to seek out dry areas, and avoided Naboo's numerous swamps since they were commonly not fond of damp surroundings. Shaaks were, however, naturally buoyant due to their fatty bodies, though their four short legs were of little use in the water. Their inability to escape from water meant that shaaks sometimes found themselves carried over waterfalls, though their fatty bodies ensured such falls did no serious damage.

Female shaaks had multiple wombs, allowing for a remarkable reproduction rate. In fact, females were continually pregnant, and their compartmentalized uterine system allowed them to be impregnated by several different males at the same time.

Their intestines were also very sensitive to blockages caused by chemicals, to such an extent that they would eventually explode overtime if they were fed any food laced with these chemicals.

Another interesting fact about shaaks was that they were one of the few species that, if infected with the Blue Shadow Virus, would die instantly.

A similar species can be found on the planet Alzoc III, with longer fur to suit the frigid climate. To intimidate the local food commissioner, crime lord Tyber Zann killed several prize shaaks so that he would control most of Alzoc III's food market.

History

Though prized for their meat by Naboo and Gungans alike, shaaks were seldom used as pack animals due to the fact that their abnormally large rumps made harnessing difficult, and rarely used as mounts due to their inherent instability, though some herders, such as the Gungan Peppi Bow, rode them with ease. They were also prized for their fluff.

During the Separatist Crisis in 22 BBY, Anakin Skywalker, who during that time had been acting as a bodyguard for Padmé Amidala after two near-assassinations against her, attempted to ride one of the Shaaks, although he briefly fell off, causing Padme some concern until it was revealed that he deliberately fell off as a joke.

During the Clone Wars, Peppi Bow's herd fell victim to a leak of the waterborne Blue Shadow Virus from Nuvo Vindi's laboratory. She lost six of her shaaks to the plague and almost fell victim herself.

In 1 ABY territorial disputes between shaak wranglers led some wrangling families to hire gangsters that added banned chemicals to the feed of rival shaak herds. The intestinal blockages created by these chemicals eventually caused the shaaks to explode. The Royal Advisory Council had to hire independent agents to eliminate the gangsters.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The junior engineer is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points.

The junior engineer knows the following

tech powers:

At-will: electro shock, encrypted message, rime shot

1st-level: energy shield, homing rockets, repair droid, smoke

cloud

2nd-level: acid dart, magnetic field

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"It's those womp rats again. Are they trying to chew up all the cables on the planet or what?\" 

- Luke Skywalker, after shooting a womp rat

Classification

Rodent

Average lengthNot much bigger than two meters
Skin colorGray
Hair colorBlack
Eye colorYellow
HomeworldTatooine
HabitatDesert

Womp rats were creatures native to Tatooine, and were considered pests by local moisture farmers who hunted them for sport.

Biology and appearance

\"I used to bull's-eye womp rats in my T-16 back home. They're not much bigger than two meters.\" 

- Luke Skywalker

Native to Tatooine, the womp rat evolved to withstand harsh desert climates. A breed of rodent, they were considered hairy, monstrous pests. They had lumpish, gray skin with tufts of spiky black hair running along their backs. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Behavior

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. They lived in the Jawa Heights region and used Beggar's Canyon as their den, alongside the more fearsome krayt dragons. The smell of dead womp rats was known to attract krayts. Nesting in the desert, womp rats sometimes gathered in swarms to attack the inhabitants of Tatooine, and while these dangerous swarms were feared, inhabitants didn't hesitate to hunt the creatures for sport.

History

Womp rats evolved in the harsh desert climate of Tatooine, where they gathered in packs to attack locals. Tusken Raiders used womp rat tusks to decorate their clothing, and native dewbacks were known to eat the critters.

During the Clone Wars, when Anakin Skywalker was having trouble getting information out of Dr. Nuvo Vindi, Obi-Wan Kenobi told him to have patience, as there was \"more than one way to skin a womp rat.\"

While living on Tatooine, Luke Skywalker used his T-16 skyhopper to bulls-eye womp rats, blasting them with the vehicle's pneumatic projectile gun in the desert world's Jawa Heights region. Luke had the most hits on the monstrous pests of any of his group of friends on a skyhopper run through Beggar's Canyon. Shortly before the Battle of Yavin, when Col Takbright protested that the two-meter target on the Death Star was impossible to hit even for a computer, Skywalker countered that he used to \"bulls-eye\" womp rats that were not much bigger than two meters.

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The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.

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The rat has advantage on an attack roll against a creature if it is grappled by at least one of the rat's allies.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

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\"They are called orbalisks. Creatures that feed on the power of the dark side.\"

- Darth Bane

DesignationNon-sentient
Skin color

Varying from specimen to specimen

Eye ColorGreen
DistinctionsLightsaber immune carapace

Homeworld
  • Dxun
  • Kintan

An orbalisk was a parasitic creature found on Dxun that lived in groups. They lay inactive in caves or other dark places, until they found a suitable host creature on whose skin they would attach themselves to in order to feed. Orbalisks, once attached to a host, would multiply and grow, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contained the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks were able to feed on the Force-sensitivity of darksiders. It was said that the orbalisk armor's durability was such that lightsabers had a hard time penetrating it, making a wearer basically immune to lightsaber attacks. The only weakness to this armor were the exposed joints at the neck and wrists, but these gaps were so small a lightsaber could only barely slice through. However, orbalisk armor was unable to protect the wearer from electricity, as Darth Bane discovered when he was attacked by Umbaran Shadow Assassins wielding Force pikes. However, the Orbalisks did offer some limited protection from the electrical shocks; despite being set to kill, the force pikes did not deliver a strong enough charge to subdue Bane. Orbalisks caused the wearer to feel pain, fueling the wearers dark side power and if they were removed or killed, they would release a highly potent toxin into the host's body.

History

\"They feel the power of the dark side within you.\"

- Darth Bane explains the orbalisks reaction to Zannah's touch.[src]

\"Orbalisk\" was a Nikto word, suggesting the creatures might have originated in Kintan. Orbalisks were poisonous to average beings, and caused extreme physical pain to their host. Darth Bane, however, was able to remain alive by allowing the orbalisks to feed off the dark side energy in his body. In turn, the orbalisks sent a constant massive surge of adrenaline and other enzymes into his bloodstream, increasing his already considerable physical strength and enabling him to draw on even more dark side energy. However, this cycle could cause Bane to go into a fit of mindless rage if he did not keep his anger under control. The orbalisks also released other chemicals that enabled Bane to heal almost instantly from virtually any wound, even those inflicted by a lightsaber. Because of their benefits to their host, the orbalisks in a sense shared a symbiotic rather than parasitic relationship with Bane.

Only electricity proved to be dangerous to the orbalisk and its host—if at a high enough voltage—although orbalisks attached to Darth Bane could harmlessly absorb over a million volts. When orbalisks died, they released toxins into the body of the host killing him/her within days or hours (depending on the strength of the individual).

Orbalisks could be removed from the host, but the task was both challenging and could potentially kill the host. The host had to be in very good health in order to even attempt it. The first crucial step to remove a living orbalisk was to send an electric jolt—powerful enough to stun the orbalisk but not harm its host—through its small underbelly, resulting in the orbalisk weakening the adhesive it used to bind itself onto the host. After the orbalisks were removed, they could be disposed of by electrocution. For a period of 10 years, Bane wore orbalisks that had attached themselves to him as living armor. In 990 BBY, Caleb removed many of the orbalisks covering Bane's body with such a method after many of the parasites were killed by the Sith Lord's own Force lightning in a duel against five Jedi. When the New Republic was founded nearly a millennium later, the Coruscant Livestock Exchange and Exhibition featured these creatures along with energy spiders and drochs in its arthropod exhibit.

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The orbalisk can sense the presence and location of any dark side aligned creature within 300 feet.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

The orbalisk attaches to the target. Once attached to a target, the orbalisk begins to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

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The apprentice has advantage on saving throws against being charmed or frightened.

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The apprentice is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks) and it has 14 force points.

The

apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward

1st-level: curse, sap vitality

2nd-level: drain vitality, force camouflage

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The apprentice makes two melee weapon attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmIxOWU3OTNjMDMy","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/410_-_Dark_Novice/avatar.webp","data":{"description":{"value":"

.

The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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.

The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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The dark lord has advantage on saving throws against force powers.

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The dark lord is an 18th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The

dark lord knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, force body, hex

2nd-level: battle meditation, darkness, phasewalk

3rd-level: force lightning, force suppression, sever force

4th-level: dominate beast, force immunity, shocking shield

5th-level: improved battle meditation, improved phasewalk,

telekinesis

6th-level: force chain lightning, improved force immunity

7th-level: force lightning cone

8th-level: master force immunity

9th-level: force storm

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

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The sith betrayer casts an at-will power.

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The sith betrayer makes a saber storm attack.

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Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

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The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

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Arboreal reptiles

Bothawui

Halkra, also known as \"strangle vines,\" was an arboreal predator from the planet Bothawui. The creatures lived with the planet's forests and were easily disguised by their environment. Within the forest, they appeared as normal vines, covered in lichens, often tangled-looking, and hanging from low branches near sources of water. The plant had twelve tentacles which it would use to capture the prey, and then digest it within a central sac.

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Creatures grappled by the vines take 4 (1d8) kinetic damage at the start of every round.

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While the vines remains motionless, they are indistinguishable from normal vines.

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Melee Weapon Attack +6, Reach 15 ft., One target. Hit : 22 (4d8+4) kinetic damage.

The target is Grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the vines can't constrict another target.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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Once per turn when the Jedi Peacekeeper rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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While the Jedi Peacekeeper is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

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The Jedi Peacekeeper's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Jedi Peacekeeper is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points).

The Jedi Peacekeeper knows the following

force powers:

At-will: saber reflect, turbulance, force push/pull,force

disarm, sonic charge

1st level: battle precognition, phase strike, force throw

2nd level: stun, animate weapon, rescue, phase walk

3rd level: telekinetic storm, knight speed, sever force

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When the Jedi Peacekeeper uses his action to cast a force power, it can make one greatsaber attack as well.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

When the Jedi Peacekeeper makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) energy damage plus 4 (1d8) energy damage

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\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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As a bonus action, the wookiee can move up to its speed toward a hostile creature that it can see.

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At the start of its turn, the wookiee can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When a creature within 5 feet of the wookiee hits it with an attack, the wookiee may use its reaction to immediately make a melee weapon attack with advantage against that creature.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi can cast a power that has a casting time of 1 action as a bonus action.

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The Jedi Sage has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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The Jedi Sage is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 44 force points).

The Jedi Sage knows

the following force powers:

At-will: saber reflect, force disarm, force technique, force

push/pull, turbulance

1st level: heal, battle precognition, phase strike

2nd level: animate weapon, stun, battle meditation, phase walk

3rd level: telekinetic storm, knight speed, plant surge, force

repulse

4th level: mind trap, grasping vine

5th level: mass animation, improved phase strike, improved

heal, improved phase walk, stasis, improved battle meditation

6th level: telekinetic burst, wall of light

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When a hostile creature’s movement provokes an opportunity attack from the Jedi, it can use it's reaction to cast a power at the creature, rather than making an attack. The power must have a casting time of 1 action and must target only that creature.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

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The All Terrain Defense Pod (AT-DP) was a bipedal Imperial walker manufactured by Kuat Drive Yards prior to and during the Galactic Civil War. They were driven by Imperial combat drivers.


The AT-DP walker, a successor to the AT-RT, serves as the mainstay of backwater garrisons and support for larger war machines, including the AT-AT. Unlike the AT-ST, a shorter bipedal walker boasting a host of armaments, the AT-DP is armed only with a single Maad-38 heavy laser cannon. The weapon is powerful enough to destroy another walker of the same type. The cockpit has seating for a driver and a gunner, with the gunner situated behind the driver, although both crewmen can move the walker, fire the cannon, and have access to the gyroscopic controls used to keep the walker stable. Each of these walkers has a hatch at the top to access the cockpit; a main viewport at the front, with bulbs on the side and slits to improve visibility; and holographic projectors.


Each walker possesses armor strong enough to protect from blaster fire. Missile launchers and explosives are effective against the walkers, however. Although the walkers are sturdy, their heads are prone to exploding under sustained duress.


AT-DPs were used throughout the Empire to keep the populations of occupied worlds in line and to combat insurgent forces. Many of these walkers were used in Imperial Academies for both defensive purposes and training cadets. Two walkers can be attached to the underside of a Gozanti-class cruiser for landing in almost any suitable environment.

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Creatures of Medium size or smaller can stand in the AT-DPs space.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NjFkMmZiY2ExNmNj","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/311_-_AT-DP/avatar.webp","data":{"description":{"value":"

The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The AT-DP's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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Slits on the sides of the AT-DP's head allows for it to have troopers fire their personal blasters from inside the walker. The trooper can only fire in the 180 arc of the side the walker. Trooper must use it's own action. The Walker would provide full cover for the trooper while still allowing them to shoot their blaster.

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Ranged Weapon Attack +7, Range 120/240 ft., One target. Hit : 25 (4d10+3) energy damage

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All creatures standing within the AT-DP's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

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Each creature of the AT-DP's choice that is within 80 feet of the AT-DP and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-DP's Frightful Presence for the next 24 hours.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The gundark can make two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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\"She is ancient, and powerful, and dangerous. Very dangerous. But you're on to her now. She is never what she appears. Remember that.\"

- Mara Jade Skywalker

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in both the dark side of the Force and the light side of the Force because she drank from the Well of Power and bathed in the Pool of Knowledge. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.

When the Father discovered her crime, he departed the planet with his children and left Abeloth stranded. The Son and the Daughter enlisted the help of the Killik hives from Alderaan, using them as workers to create massive technological artifacts, such as Centerpoint Station and Sinkhole Station to imprison Abeloth. According to the Killik Thuruht hive, Abeloth managed to escape her prison whenever the Current of the Force was altered and the flow of time changed. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle repeated itself for thousands of years, until the death of the Ones in 21 BBY.

When Jacen Solo fell to the dark side in 40 ABY and became the Sith Lord Darth Caedus in an attempt to change the future, he unintentionally awoke Abeloth. She later managed to escape from her prison due to the destruction of Centerpoint Station during Caedus' reign. Taking advantage of the chaos the galaxy was in, she immediately sought to maximize its effect, to totally wipe out civilization. However, she was discovered and hunted down by Luke Skywalker and his son, who constantly fought her and even destroyed some of her avatars. Ultimately Abeloth took the form of Senator Rokari Kem and successfully got herself elected as Chief of State of the Galactic Alliance. However, her remaining avatar bodies were killed and she was then destroyed by Luke Skywalker and Darth Krayt in the realm of Beyond shadows. Despite her death, Luke and the Jedi were not convinced Abeloth was dead for good and thus began searching for the planet Mortis. Luke intended to locate and obtain the same dagger used to kill The Ones decades earlier during his father's own encounter with them, to ensure that if Abeloth eventually returned, the Jedi would have a way to permanently kill her.

Biography

Imprisonment

\"Once you were with me, here in the Maw. Once you were all with me. Now you are apart, but one by one, you are all awakening. And once awake, you can hear my call, and come to me.\"

- Abeloth

The woman who would become Abeloth was first known as the Servant, a mortal who appeared through unknown means on the unknown jungle planet where the Ones lived around 100,000 BBY. She served the Father and his Son and Daughter, catering to their every need. But it was not long before the Servant became part of the Ones' family, filling the role of the Mother. The Mother kept the peace between the warring siblings and doted on the Father, ensuring the family's happiness for many years. Under her guidance, the Son began to use his destructive powers for something useful—he carved out caves and passages in the walls of the valley where they lived—and the siblings restored their home to its former glory, repairing the damage and neglect caused by the conflict of their rivalry.

But as the years went by, the Mother began to age while her family remained ageless. In her old age, she could no longer control the Son and Daughter's rivalry, and she began to fear that her family would abandon her. So in order to hold onto the life she had, the Mother decided to commit the Forbidden. While the Father was distracted by his warring children, she snuck a drink from the Font of Power just as the Son had done long ago. She then completed her transgression by bathing in the Pool of Knowledge like the Daughter, but the Father discovered her. But unlike the Ones, she was mortal, and so the Font and the Pool corrupted and twisted her. They granted her power, but twisted her mind and her body, creating the dark side entity known as Abeloth.

Abeloth used her new powers to dominate her adopted children, subduing them and forcing them to bow to her before the Font of Power. But at this point the Father, horrified and disappointed in Abeloth, stepped in. He departed the planet with his children, leaving Abeloth stranded alone and fulfilling her deepest fear—her family had abandoned her. This drove her to madness, fueling her desire to be loved and adored. Knowing that Abeloth would be a danger to others, the Son and the Daughter took control of the Killik hives from Alderaan and used them as workers. By joining the hivemind, the Ones shared their immense power in the Force with the Killiks. Under the direction of the siblings, the Killiks built many technological wonders, such as Centerpoint Station, Sinkhole Station, and many others. Using Centerpoint, the Ones crafted the spherical shell of black holes around their homeworld that would later become known as the Maw, and placed the smaller Sinkhole Station within to maintain the prison. After their creations were completed, the Son and the Daughter removed their power from the hives, and retreated with the Father to Mortis. Abeloth's former family would remain there until their deaths, only emerging to defeat Abeloth whenever she escaped from her prison.

The Killik Thuruht hive referred to Abeloth as the Bringer of Chaos, whose escapes and re-imprisonments formed a cycle of chaos and destruction that occurred whenever the Current of the Force—the flow of time— was altered. Abeloth thrived on fear and destruction, fanning the flames of conflict every time she escaped and sending the galaxy into chaos and turmoil. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle would repeat itself for hundreds of thousands of years, until the death of the Ones in 21 BBY. According to the Thuruht Histories, the Gree species came to her planet during one of her escapes to sacrifice an unknown saurian species to Abeloth.

Abeloth also existed beyond shadows, a realm that seemed to be a copy of Abeloth and the Ones' homeworld and which Force-sensitives could access by separating their minds from their bodies. Sinkhole Station would come to be inhabited by Mind Walkers, Force-sensitive beings whom she influenced with her powers. Desperate for contact with anyone, Abeloth would reach out to any Force-sensitives who entered the Maw (as the prison seemed to trap her powers within) and instill in them her overwhelming desire for companionship. These individuals would be inexplicably drawn to the Maw, where they would find Sinkhole Station and ascend to beyond shadows. Abeloth fed off of the Mind Walkers' life essences, absorbing their strength. Sometime prior to 44 ABY, the former Jedi Knight Callista Ming came across Abeloth, who consumed and killed her.

In 43.5 ABY, several Jedi Knights who had spent time at Shelter in the Maw during the Yuuzhan Vong War began to feel the effects of her influence, causing them to believe that everyone except for their fellow psychotic beings had been replaced by an impostor. The insane Jedi caused a rift between the Jedi Order and the Galactic Alliance government, as the two factions disagreed on how to deal with the issue. Abeloth also sent out a call through the Force, forcing Ship, a Sith Meditation Sphere, to travel to her planet in the Maw. Ship had spent the past two years forming a Sith armada for the Lost Tribe of Sith on the planet Kesh, and the Tribe thus sent a strike team to track down Ship and kill Jedi Grand Master Luke Skywalker—whose presence they had felt in the Force after he came into contact with an Aing-Tii relic, the Codex. Meanwhile, Skywalker and his son, Jedi Knight Ben Skywalker, were attempting to retrace the steps that Jedi Knight-turned-Sith Lord Jacen Solo had taken on his five-year journey after the Yuuzhan Vong War. The Skywalkers found the Mind Walkers and learned how to go beyond shadows, where Skywalker saw Abeloth in the Mists of Forgetfulness across the Lake of Apparitions. Referred to by the Mind Walkers as the \"Lady in the mists,\" Abeloth beckoned Skywalker to try to talk to her, but he refused.

Meanwhile, Ship, who was under Abeloth's complete control, led the Sith strike team to the planet which Abeloth inhabited. Abeloth took the form of a humanoid female of indetermined species and befriended the Sith strike team, claiming to be a refugee who had been stranded on the planet for the last thirty years. However, all the while she secretly sabotaged the Sith's efforts to escape. Abeloth had complete control over all of the planet's native flora, and she used them to attack the Sith, including the team's leader, Lady Olaris Rhea, who survived with the help of her apprentice, Vestara Khai. After the attack on Rhea, Khai was able to see Abeloth in her true form, just as the Skywalkers saw her beyond shadows—a woman with an overly large mouth, tiny sunken eyes, stubby arms, and hands with long, writhing tentacles instead of fingers. The rest of the strike team, however, still saw Abeloth as a normal humanoid female.

Battling Jedi and Sith

\"Abeloth. Abeloth, I'm here.\"

\"So am I.\"

- Luke Skywalker and Abeloth

After Abeloth encountered Skywalker beyond shadows, she allowed Ship to return to the Sith and transport them to Sinkhole Station to ambush the Skywalkers. Abeloth ordered the Sith to capture them rather than kill them, but Rhea later changed the mission's objective back to kill. The ambush, however, proved to be a failure—both Jedi escaped, and Khai was the only Sith survivor. Later, the Skywalkers speculated that Abeloth was the one causing the psychosis that afflicted Force-sensitives who had spent an extended amount of time in the Maw. Abeloth, meanwhile, continued to inflict her will upon more and more Jedi, in the hopes of luring those victims back to the Maw where she could consume their life energy.[3] Around that time, Ben also suggested that the Celestials might have built the Maw and the space station Centerpoint to contain Abeloth and her power; but once Centerpoint was destroyed, Sinkhole Station had begun to fall into disrepair and Abeloth's powers had grown.

A short time later, Abeloth managed to free herself from the containment of Sinkhole Station, destroying the station and killing the Mind Walkers. The Skywalkers, meanwhile, allied with a group of Sith from the Lost Tribe and ventured into the Maw to eliminate Abeloth. After finding Sinkhole Station destroyed, they traveled to Abeloth's planet. There, the Skywalkers' Force-sensitive friend Dyon Stadd, who had fallen prey to Abeloth's influence, was planted with a homing beacon and set free by Khai to find Abeloth. Stadd found her in a cave on the side of a volcano, and Abeloth entranced him before touching him and beginning to consume his life energy. However, she suddenly sensed the approach of the Jedi and Sith allies—who were tracking Stadd—and left him for dead, fleeing deeper into the cave. When her foes found her in a courtyard at the end of the cave, Abeloth took on Ming's appearance in an attempt to make Skywalker believe that she was, in fact, his long-lost lover. Skywalker eventually saw through her charade, however, realizing that Abeloth had actually consumed and killed Ming, and attacked her.

In the ensuing battle, the Sith betrayed the Jedi and created a control web, a trick they had learned from the dark side Nightsisters, in an attempt to capture Abeloth and force her to serve them, but she broke free and repulsed all of her assailants with a massive Force wave. She fled back up the cave and consumed and killed the Sith who had been left to stand guard with a recuperating Stadd, before turning to Stadd to finish consuming his life energy. However, her enemies had recovered from her attack and pursued her back up the cave, and Skywalker suddenly arrived on the scene. She took on the appearance of Stadd while projecting an image of Ming in an attempt to trick Skywalker, but he saw through it and stabbed his lightsaber into what appeared to be Stadd's chest. She morphed back into her true form, then, and prepared to unleash a wave of dark side energy, but appeared to die halfway through. All of the beings who had been affected by her influence were instantly freed, and the Skywalkers and three Sith—Khai, Khai's father, Gavar, and High Lord Sarasu Taalon—remained behind to investigate more into Abeloth. However, they soon discovered that she had somehow switched bodies with Stadd, and was thus not dead.

On the run

\"Luke… Join with me. Save me…\"

\"I will. I will save you.\"

- Ming's presence within Abeloth and Luke Skywalker

By the time the Sith and Jedi returned to the Skywalkers' ship, the Jade Shadow, Abeloth had already broken free from the vessel. She summoned Ship to return to the world, although the three Sith claimed to the Jedi that they were the ones to have called Ship back. Ship then convinced the Sith that they could find Abeloth by using the Force nexus known as the Pool of Knowledge, and took the five allies to find it. Abeloth, meanwhile, returned to the Jade Shadow and fled the planet. After seeing a vision in the Pool of a Jedi queen whom he believed could stop the Sith invasion, Taalon jumped into the Pool and a duel broke out between the Jedi and Sith. The Jedi escaped, and, following his immersion in the Pool, Taalon began to slowly transform into the same kind of entity as Abeloth.

Abeloth, meanwhile, traveled to the pacifistic Force-sensitive Fallanassi on the moon Pydyr and took over the body of their leader, Akanah Norand Goss Pell. The Jedi, accompanied by Vestara Khai—whom they allowed to accompany them despite the fact that they knew she was working as a spy for her Tribe—tracked Abeloth to Pydyr. Khai sent out a message to the Sith fleet, and the Sith sent shuttles of reinforcements, including Taalon and Gavar Khai. They agreed to work once more with the Jedi, and Luke Skywalker led the tenuous allies to the Fallanassi village where Abeloth was hiding. After they broke through Abeloth's defenses of illusions in the White Current, she came to meet them in the form of Pell. Taalon began to interrogate her about Abeloth, and she revealed that she had come to Pydyr because she was a Fallanassi. However, when she refused to answer Luke Skywalker's question of whether that meant Abeloth had always been Fallanassi, or whether she had only recently joined, Taalon ordered Gavar to kill one of the Fallanassi. In response, Abeloth used the White Current to induce visions that drove all of the Sith—save Khai and Taalon—insane, giving up her cover. She then took Taalon into a gathering hall in the Fallanassi village to speak with him, but the Jedi and Vestara followed.

Luke Skywalker engaged Abeloth in battle once more, and he again defeated her, killing Pell's body. However, Abeloth deserted that body and returned soon after in the form of Callista Ming. She incapacitated Skywalker, while Taalon—who desired to learn from Abeloth what exactly he was becoming—captured Ben in a Force net. As Taalon and Abeloth conversed, Abeloth revealed that she knew he could not eat mortal food, and then began to feed him dark energy from her tentacles. However, Luke returned to consciousness and brought the ceiling of the hall they were in down upon them, distracting Abeloth while Vestara Khai stepped forward and killed Taalon to prevent him from becoming another being like Abeloth. In the ensuing fight, Abeloth was severely injured by the Jedi, and she fled in Ship, escaping the system. The Skywalkers, now with Khai as their ally, were reinforced by a flight of Jedi in StealthXs sent from Coruscant, who helped them fight off the remaining Sith so that they could continue to hunt her down.

Abeloth stopped first at Meliflar Station, where she forcibly imbued the girl Fala with some of her own energy to use her as bait, and forced the space station's crew to set up an ambush for the Skywalkers, so that when they arrived the Jade Shadow would be destroyed instantly. Abeloth then continued on to the planet Nam Chorios. Her planned ambush for the Jedi failed, however, as the station's inhabitants decided instead to try and capture the vessel. Meanwhile, on Nam Chorios, Abeloth recovered and gained control of the Theran Listeners by consuming and possessing their leader, Nenn. As her influence over the Theran Listeners steadily grew stronger, Jedi Knights Valin and Jysella Horn—two of the first Knights of the New Jedi Order to fall prey to her influence—were drawn by her to the world.

However, Khai and the Skywalkers eventually caught up to Abeloth in the pumping station in the city of Crystal Valley. There, Abeloth again appeared to them in the form of Callista in an yet another attempt to sway Luke Skywalker to join with her. However, in doing so she revealed that Callista's spirit was more intact than those of the other beings she had consumed, and thus had more influence over her. Luke allowed Callista's spirit to engage him with her mind and with the Force, expanding both of their Force presences as they relived her memories of the past; he felt her love for him, as well as the pain and loneliness she felt after being consumed by Abeloth. Meanwhile, a strike team of Sith led by Saber Tola Annax arrived and began battling Abeloth as well. Abeloth tried to hide her presence behind Callista, hoping to make it appear that the being confronting Luke was Callista herself—but Luke again saw through her disguise. He used the mnemotherapy technique he had learned from the Listeners to tear Callista's spirit away from Abeloth, saving her and weakening Abeloth greatly in the process. As Callista's spirit, finally freed, faded into the Force, Abeloth reverted to using the body of Nenn. However, the Listener-Master refused to be controlled by her and stabbed himself with a lightsaber, further weakening Abeloth. Horn, who had been in combat with Ben and Khai, was knocked unconscious.

Rise to power

\"Nothing can hold her… Fool to think I could use her… What is she?… By the dark, the greatest mistake I have ever made…\"

- Darish Vol, on Abeloth

While the Sith and Jedi battled each other, Abeloth attempted to flee in Ship. However, a Jedi fleet was already in orbit, battling a Sith flotilla under the command of Gavar Khai. Luke joined the Jedi in fighter combat in the pursuit of Ship, who was heavily damaged and weakened. Ship suffered multiple hits, but managed to escape with Abeloth alive. Abeloth soon afterward contacted Gavar Khai, whose fleet was regrouping after their defeat. She told him that the Jedi, their mutual enemy, were too powerful for either of them to overcome separately,[6] and they discussed an alliance. He then took Abeloth to the Tribe's homeworld, Kesh, where a meeting of the Tribe was called by Grand Lord Darish Vol. Vol decided to accept the alliance, and Abeloth was brought to the surface for a large celebration.

That evening, however, Abeloth appeared to Vol in his sleep and attempted to kill him. He allowed her into his mind, and she was too reckless in her approach, letting him in turn enter her mind. He discovered the pain of her loneliness and her need for adoration, and dueled her mentally, telling her that she was unloved. Abeloth's assassination attempt turned into an attempt to fight free from Vol's grasp, and she finally broke free. Infuriated and in agony, Abeloth unleashed waves of dark side power onto the Sith capital city of Tahv, killing thousands and leaving the city in ruins. As she fled in Ship, she used the mental hold she had begun to develop over several of the Sith to influence them to defect from the Tribe's armada and join her. Leading those forces was Gavar Khai in the ChaseMaster frigate Black Wave. They successfully escaped Kesh, and upon their rendezvous, Abeloth ordered Khai to lead the Jedi and Sith who would inevitably attempt to find her astray.

As Vestara Khai and the Skywalkers continued to hunt for Abeloth, she took the form of the Jessar Rokari Kem, a highly popular resistance leader who was due to become a Senator in the Galactic Federation of Free Alliances. When Gavar Khai and a team of nine other Sabers were killed by Abeloth's pursuers, she granted command of the Black Wave to Saber Tola Annax. However, she soon afterward stripped Annax of her powers, filled her with dark energy and left her as bait on the planet Upekzar, where she laid a trap for the Jedi. Meanwhile, in the guise of Kem, Abeloth traveled to the galactic capital Coruscant, where she found that several Sith, including High Lord Ivaar Workan, had already infiltrated the Galactic Alliance government.

Without revealing her true identity as Abeloth, she then threatened Workan—who was masquerading as Senator Kameron Suldar—to stay out of her way, and suggested that she knew his secret. Meanwhile, the Jedi Order left all operations on Coruscant under the pretense of needing to distance itself from the Galactic Alliance and act as its own authority, rather than as an official branch of the government—however, unbeknownst to Abeloth and the Sith, Luke Skywalker knew of the Sith's infiltration and was hoping to lure the Sith into making a move on Coruscant. Soon afterward, Vol arrived on Coruscant and attempted to assassinate Kem—Workan had told him that Kem was the only thing standing in the way of the Sith taking control of the government. However, Abeloth defeated Vol and subsequently called Workan, showing him Vol's decapitated head and ordering that he meet with her the next day.

Still in Kem's guise, Abeloth met with Workan and ordered that he initiate a vote to replace the current interim Chief of State, Padnel Ovin, with herself, and then help her achieve the title of \"Beloved Queen of the Stars\" and then goddess. During the Senate session, Workan called for the vote, but Ovin came forward to make a speech—unbeknownst to Abeloth and the Sith, he was stalling to give his Chief of Staff, Wynn Dorvan, time to assist in the rescue of Jedi Leia Organa Solo, whose arrest Workan had arranged. Abeloth finally grew tired of Ovin's speech and caused him to collapse; he was soon after pronounced dead. Workan then insisted that the vote be held immediately, and with the help of the Force to influence some of the Senators, Kem won with four-fifths of the Senate's vote, thus making Abeloth Chief of State. Abeloth subsequently came to see Dorvan, who had been captured by three Sith, and shed her disguise as Kem to reveal her true form to him, to his horror.

\"Death\"

Abeloth's reign eventually came to an end with the Liberation of Coruscant. Using Dorvan as her aide, she solidified her rule on the planet until the Jedi began striking at the Lost Tribe across the planet. Under Dorvan's advice, the Sith retreated into the Jedi Temple. Realizing that the Sith would be unable to maintain their hold on Coruscant, and also seeing the opportunity to recreate her family, she abducted Vestara Khai and Ben Skywalker.

To distract the Jedi, Abeloth caused cataclysmic seismic activities on Coruscant, ensuring the potential death of billions if they gave chase to her. Abeloth's Korelei-avatar brought Vestara and Ben to her planet with the intention of forcing them to drink from the Font of Power, which would transform them into - for lack of a better name - the new family of Ones who would reshape the galaxy to their liking. She also sent out Ship to attack Luke Skywalker, anticipating that he would attempt to stop her. Abeloth then mindwalked the majority of her essence into the Realm Beyond Shadows to duel with Luke Skywalker, as well as Darth Krayt, a Sith Lord that was not affiliated with the Lost Tribe of the Sith. It was a grueling duel, although they eventually succeeded when Abeloth's avatar bodies were being destroyed one-by-one across the galaxy, eventually sinking into the Lake of Apparitions afterwards. Although Abeloth was dead, the Jedi Order knew that she would end up returning sometime (after becoming strong enough to do so), with Luke knowing that such a Force entity couldn't be \"truly\" killed. According to Luke, Abeloth might not even return during his and the other Masters' lifetime, but even a hundred years or a hundred thousand years later. As a precautionary measure, the Jedi intended to locate the Mortis Monolith in order to obtain the Mortis Dagger, ensuring they would have a way to kill Abeloth for good if she were to return.

Personality and traits

\"Silly Jedi. No one can explain Abeloth.\"

- Akanah

Abeloth was a being created as a servant by the three Celestials: the Father, the Daughter, and the Son.

She was antagonized by loneliness; she felt an absolute need to be loved and adored, and was nearly overcome when Vol attacked her with the idea that she was hideous and despised. She fed her craving for adulation by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This stemmed from her original fear of losing her family, who remained ageless while she became old and decrepit. In an attempt to hold on to the life she had, Abeloth drank from the Font of Power and bathed in the Pool of Knowledge, which corrupted her mind and twisted her love for her family into a craving for companionship. When her family abandoned her on their planet—the very reason she committed her crimes in the first place— she was driven insane by loneliness and despair. She fed on fear and destruction in an attempt to gain more power, as her ultimate goal was to recreate her lost family—she tried to force Ben Skywalker and Vestara Khai to drink from the Font of Power, intending them to be the replacements for the Son and Daughter.

Abeloth had the ability to change her appearance at will, often taking on the appearance of Callista Ming, whom she had consumed. However, Abeloth's true form was that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She had a long cascade of straw-like, honey-blond hair that reached to the ground and a large, full-lipped mouth that stretched from ear-to-ear and contained needle-like teeth. Her arms were stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body was rigid and straight, and when she walked or ran, her legs rippled forward more than they swung. In addition, her body was enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.

Powers and abilities

\"I am programmed to obey a strong will. The girl is strong. You are stronger, Sword of the Jedi. But neither of you can break the hold she has on me. She is older, and more powerful than you can possibly imagine.\"

- Ship, to Jaina Solo

While Abeloth appeared as a humanoid female of indeterminate species to most, Luke Skywalker saw her true form beyond shadows and Vestara Khai was able to see her true appearance after Khai discovered Abeloth's treachery against the Sith. Abeloth could command the native flora of her planet to do her bidding and also had the ability to influence the minds of Force-sensitive beings who had spent an extended period of time in the Maw, causing in them a psychosis which made them believe that everyone—except for other such psychotic beings—had been replaced by impostors and instilling in them a desire to find her. Once the influenced being found her, she consumed their life energy, killing them and making herself stronger. The strength of her influence was formidable—even when the Jedi learned what symptoms to look for, upon the onset of the psychosis they still believed that everyone they knew was an impostor. She was also able to control the Meditation Sphere Ship which was programmed to obey the strongest will; her powers overwhelming those of the Sith's and of the Jedi's attempts to control the Sphere. Described by Tahiri Veila as a living Force volcano, Abeloth's strength in the Force was a dozen times that of Luke Skywalker, who was widely recognized as the most powerful Force user in the galaxy. However, Skywalker was able to defeat her despite this.

Abeloth wielded exceptional telekinetic powers, using the Force to blast everyone away from her during her battle with the Sith and Jedi. She was able to resist the powers of a control web, and was also able to teleport herself from one place to another, a power which she also used during her battle with the Sith and Jedi. Abeloth was able to take on the physical appearances of beings that she had consumed, including Callista Ming and Dyon Stadd, and she was also able to project images of other beings, as she did when projecting an image of Callista while she herself took on the form of Stadd in an attempt to trick Luke Skywalker. Abeloth was able to redirect Vestara Khai's Force lightning back at her. She was also more than capable of using Force lightning herself, using it in multiple fights with the Sith and Luke Skywalker. Abeloth's sheer strength was extensive—after her mental duel with Vol, she released waves of Force energy on Tahv that caused the beings in her vicinity to implode, those farther away to be ripped to pieces, the buildings to melt to the ground, and glass and weaponry to fly through the city, looking for someone to hurt so that they could feel the pain she felt. Abeloth was capable of producing a Force-flash that could affect the visuals of ships in an entire star system. She was known to feed on fear and death. She was also capable of using the Fold space ability.

Abeloth was also able to possess or switch bodies—before Skywalker could kill her, she switched bodies with Stadd and took on Stadd's appearance, tricking the Jedi and Sith for several days into believing that she was dead. Later, she took over the body of the Fallanassi Akanah Norand Goss Pell, although Pell fought back. When she was again defeated by Skywalker, she left Pell's body and returned in the form of Callista soon after, and told Skywalker that she had more bodies than he could destroy. She was also capable of absorbing the consciousness of beings in order to further enhance her power, as Callista Ming's mind dwelled within Abeloth. However, Luke was able to use mnemotherapy to rip Callista Ming's soul free from Abeloth and allow her to rest in peace, severely weakening Abeloth in the process. She was later able to use her abilities to impersonate Rokari Kem and gain prominence on Coruscant. When Vol attempted to assassinate Kem, she beheaded the Grand Lord and forced High Lord Ivaar Workan to aide her in becoming Chief of State of the Galactic Alliance. Later, she also possessed Imperial Officer Lydea Pagorski, as part of a plan to help Natasi Daala gain power in the Imperial Remnant for her own purposes. However, her dependency on avatars was ultimately her greatest weakness: killing a significant amount of avatar bodies in her possession also resulting in her strength weakening rapidly to the point of death, which Luke ultimately utilized to deliver the finishing blow on Abeloth in their duel. Also, she preferred to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies failed to last for long before deteriorating.

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If Abeloth fails a saving throw, she can choose to succeed instead.

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Abeloth has advantage on saving throws against Force Powers.

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When Abeloth rolls damage for a power, she can spend 1 additional force point to reroll a number of the damage dice up to her Charisma modifier (5). She must use the new rolls.

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When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

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Abeloth is an 18th-level forcecaster. Her Forcecasting Ability is Charisma (force save DC 20, +12 to hit with force powers). Abeloth has 77 Force Points and

knows the following powers:

At will: Burst, Feedback, Force Push/Pull, Give

Life, Saber Reflect, Shock

1st level: Cloud Mind, Force Mask, Force Throw,

Project

2nd level: Coerce Mind, Hallucination

3rd level: Force Lightning, Force Repulse, Knight

Speed, Telekinetic Storm

4th level: Drain Life, Mind Trap

5th level: Dominate Mind, Greater Feedback,

Siphon Life

6th level: Mass Coerce Mind, Telekinetic Burst

7th level: Force Project, Whirlwind

8th level: Death Field, Earthquake, Telekinetic

Wave

9th level: Master Feedback

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 10 (2d6+3) energy damage

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Abeloth teleports up to 120 feet into an unoccupied space she can see.

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Abeloth casts an at will power.

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Abeloth attacks once with shotosaber.

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Abeloth uses her teleport action.

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DesignationNon-sentient
ClassificationReptile
Distinctions

Long, snakelike body

Homeworld
  • Dagobath
  • Nal Hutta
HabitatSwamps
DietCarnivore

The dragonsnake (also spelled dragon snake) was a large, predatory reptile that dwelled in the muddy waters of certain planets, including Dagobah and Nal Hutta. During the Clone Wars, the Jedi Master Obi-Wan Kenobi had a run-in with a dragonsnake while searching for Ziro the Hutt on Nal Hutta. Years later, Luke Skywalker crash-landed on Dagobah, where his astromech droid R2-D2 was swallowed and spat out by a hungry dragonsnake.

Biology and appearance

Living in the murky waters of swamp-covered planets such as Dagobah and Nal Hutta, the dragonsnakes were large serpentlike beasts with sharp fangs. Although voracious, they were incapable of digesting metal.

Behavior

Dragonsnakes were predatory animals, living off the flesh of other creatures. They hid under the muddy water, waiting for their next meal to come close enough. After snatching its prey, a dragonsnake would then dive back under the water.

History

At some point during the pan-galactic conflict known as the Clone Wars, the Jedi Masters Obi-Wan Kenobi and Quinlan Vos attempted to track down Ziro the Hutt on Nal Hutta. During the mission, Kenobi was attacked by a local dragonsnake. The creature was killed when the Jedi Master thrust his ignited lightsaber in the dragonsnake's head.

In 3 ABY, the aspiring Jedi Luke Skywalker accidentally landed in the middle of watery peat bog on Dagobah. A hungry dragonsnake that hid there snatched Skywalker's astromech droid R2-D2, mistaking him for a living organism. Upon realizing that its prey was inedible, the dragonsnake forcefully spat out the droid, who survived the encounter unscathed.

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The dragonsnake can hold its breath for 1 hour.

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If the dragonsnake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

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The dragonsnake can make three attacks: two with its claws and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (3d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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The Sea Leviathan is an aquatic beast specially bred by the Givin Vul Isen, a scientist of Darth Krayt's One Sith Order, for life in the deep seas of the Outer Rim planet of Dac. It is a creature of considerable length and mass, having pectoral fins that were on either side near its chin, as well as a taloned caudal fin for propelling itself through the waters.


The Sea Leviathan has a gaping maw filled with rows of long teeth. Like its terrestrial cousin, it has two sets of yellow eyes and four nostrils. The Sea Leviathan has a green hide. Cranial horns are situated on either side of its face and head, which give way to the rows of blister pods that begin at the creature's neck and continue down the length of its entire body. The pods serve as siphons of life-energy, as well as being the Sea Leviathan's primary means of attack.


Behavior. Despite its considerable girth, the Sea Leviathan has incredible speed; it is often able to out-swim its prey and is even able to keep pace with underwater attack craft. The beast actively hunts its prey, and when in close proximity, the blister pods resonate with a sickly green aura as they began to drain the life of the intended target. Due to Vul Isen's special engineering, however, the Sea Leviathan only activated its blister pods when hunting Mon Calamari and did not use them when combating other sentient or non-sentient species. Should the beast be attacked by other creatures or beings, it relied only on its size, speed, and teeth as a means of defense.


History. Sea Leviathans are not a natural occurrence, but are instead a variation of the terrestrial Leviathan that was created through alchemical practices millennia before by the exiled Dark Jedi of the Hundred-Year Darkness. In accordance with Darth Krayt's ordered extermination of the Mon Calamari species, Sith scientist Vul Isen engineered a semi-sentient beast that was not only indulgent upon the life energy of its victims but was also able to assimilate their sentience as well. Each absorbed life allowed the Sea Leviathan to think more like a Mon Calamari; it then instinctively located them in their dwellings and commenced massacring them in kind. The power of the Force was required to bring the beast to life. Through their mastery of the dark side, Vul Isen and his colleague, the Quarren Sith Lord Darth Azard, imprinted parts of their own consciousness onto the Sea Leviathan's mind to awaken it from its vegetative slumber.

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The leviathan regains hit points equal to any necrotic damage dealt by its attacks to living creatures. If this damage reduces a living creature to 0 hit points, the leviathan kills the creature by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces.

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The leviathan's melee weapon attacks are considered enhanced.

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If the leviathan fails a saving throw, it can choose to succeed instead.

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The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

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The leviathan deals double damage to objects and structures.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MTY0MmMyNThkN2Q0","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The leviathan can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 26 (3d10+10) kinetic damage

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Melee Weapon Attack +18, Reach 5 ft., One target. Hit : 23 (3d8+10) kinetic damage plus 9 (2d8) necrotic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the leviathan can only bite the grappled target and has advantage on attack rolls to do so.

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.

Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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.

The leviathan creates three bolts of lightning from its blister pods, each of which can strike a target the leviathan can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 11 (2d10) lightning damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If a target would take 0 lightning damage from this attack, they do not take any necrotic damage from it either.

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.

While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up to 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 23 Strength saving throw. A creature takes 33 (6dl0) kinetic damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 23 Strength saving throw or take 27 (5d10) kinetic damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 23 Strength (Athletics) check to swim at all during that turn.

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.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"OWZhOThjMGUwY2My","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"ZTMwNmY3OGMyMzFl","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000}]} +{"_id":"SljivzMg7E2uVute","name":"**The Ashla","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":1,"min":3,"mod":4,"save":12,"prof":8,"saveBonus":0,"checkBonus":0},"dex":{"value":22,"proficient":1,"min":3,"mod":6,"save":14,"prof":8,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":13,"prof":8,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":24,"proficient":1,"min":3,"mod":7,"save":15,"prof":8,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":1,"min":3,"mod":3,"save":11,"prof":8,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"19","min":0,"formula":"natural armor"},"hp":{"value":276,"min":0,"max":276,"temp":0,"tempmax":0,"formula":"24d12+120"},"init":{"value":0,"bonus":0,"mod":6,"prof":0,"total":6},"powercasting":"","speed":{"value":"30 ft","special":"fly 60 ft (hover)"},"prof":8,"powerdc":16,"powerLevel":0,"bar1":{"value":276,"min":0,"max":276},"bar2":{"value":19,"min":0,"max":0}},"details":{"biography":{"value":"

ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

","public":""},"alignment":"Lawful Light","species":"","type":"force entity","environment":"","cr":25,"powerLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["necrotic","poison"],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dr":{"value":["lightning","psychic"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened","paralyzed","poisoned"],"custom":""},"senses":"truesight 120 ft., passive Perception 25","languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ani":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"nat":{"value":1,"ability":"int","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","token":{"flags":{},"name":"The Ashla","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"SljivzMg7E2uVute","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":276,"max":276},"bar2":{"value":19,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTQ1MGM0ZDllM2Q3","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla's forceasting ability is Wisdom (force save DC 23). It can innately cast the

following force powers:

At will: force push/pull, force sight, force throw, project, sense

force, sever force

3/day each: force project, force suppression, sanctuary,

telekinesis, telekinetic burst

1/day each: improved force camouflage, master revitalize,

stasis field, wall of light

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NmFmYWQ0YjRmMWQy","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

If the Ashla fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NzZkNjUyYzUxMGYz","flags":{},"name":"Limited Force Immunity","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla is immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZGRhMjdmZjkyYjM1","flags":{},"name":"Radiance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

As a bonus action, the Ashla can emit a blinding light. A creature that starts its turn within 30 feet of the Ashla must succeed on a DC 23 Constitution saving throw. On a failure, the creature is blinded and stunned until the start of its next turn. The saving throw is made with disadvantage if a creature is of a dark alignment. A creature that successfully saves against this effect is immune to this ability for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MDg5OWFhMDdhYzI4","flags":{},"name":"Radiant Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla's attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MzhhZDYwYzA1MmVi","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NDRjNWI4NDZkYjlm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Ashla makes three unarmed strikes, or it uses its light of the force and makes an unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"YmY0MWYyZjIxOWM1","flags":{},"name":"Unarmed Strikes","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 19 (3d8+6) kinetic damage plus 13 (3d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","kinetic"],["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"ZmJlNDE3YTY2MDgx","flags":{},"name":"Light of the Force","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

.

The Ashla directs a beam of pure force at a creature it can see within 120 feet. The target must make a DC 23 Wisdom saving throw, taking 55 (10d10) force damage on a failed save or half damage on a successful save.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NGE3MDEwYmY4NmQ1","flags":{},"name":"Grace of the Ashla","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

.

The Ashla targets a creature within 60 feet and fills it with the power of the light side. The target creature regains 40 (6d10+7) hitpoints and is cured of all poisons and diseases affecting it, and if it is frightened, paralyzed, petrified, or stunned, those conditions are ended.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"MTQ2NWZlYWZiZmUx","flags":{},"name":"Peace","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

.

The Ashla attempts to quell the aggressive and hateful emotions and thoughts in creatures within a 60 foot radius. Each creature of the Ashla's choosing must make a DC 23 Wisdom saving throw. On a failure, a creature cannot take aggressive actions until the start of its next turn. If the Ashla or a creature unaffected by this ability harms an affected target, the effect ends immediately.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"YzczMjIwNzFlNTcy","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

.

The Ashla teleports to a point it can see within 60 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"YTI4NGJhM2Y3NjU0","flags":{},"name":"Unarmed Strike","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

.

The Ashla makes an unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"N2Q3M2ZhMjg0ZmFm","flags":{},"name":"Innate Forcepower (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

.

The Ashla casts an innate force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"NzlhZTcxNDg5Mjhl","flags":{},"name":"Peace (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

.

The Ashla uses its Peace action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000}]} +{"_id":"SmXDtY4Pa4czAikI","name":"Hawk-bat","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0,"formula":"2d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","speed":{"value":"10 ft","special":"climb 10 ft, fly 60 ft"},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":7,"min":0,"max":7},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"
Average Height1 meter
Skin Color
  • Green (youth)
  • Purplish yellow-gray (adult)
Homeworld
Coruscant

Hawk-bats were reptavian creatures with a curved beak and leathery wings that could be found on urbanized worlds like Coruscant and Taris.

Overview

They were believed to be one of the two only native Coruscanti species left in existence (the Thrantcill being the other). Both were feared and admired, although they were considered an elegant species. To get on a hawk-bat's bad side could be very dangerous. As a result, very few lived in captivity.

Because of this, they became a symbol for many swoop gangs and pirates. The lightsaber form Ataru was named after the hawk-bat. One of the battalions which fought under the 101st Regiment during the Clone Wars was also known as the Hawkbat Battalion.

The wingspan of a hawk-bat averaged 1.5 meters. The wings consisted of a thin membrane stretched over a series of wing-bones. The membrane itself was studded with spiky growths. The hooked beak of a hawk-bat contained tiny teeth that could tear prey to shreds, which they found with a combination of accurate eyesight and echolocation.

Flocks of hawk-bats would hunt and attack their prey as if they were one. Though they favored granite slugs and shadowmoth larvae, hawk-bats would feed on anything that moved. Even large enemies could be taken down by a large flock of hawk-bats. Though a solitary hawk-bat could prove to be a significant threat, it was weaker when it was alone.

If one hawk-bat was disturbed, all of its companions would attack the aggravator at once. They usually traveled in large flocks through the pipes and lower levels of Coruscant. Every few months, they migrated despite lack of seasons within the lower levels. Because of this, many scientists came to believe that hawk-bats evolved during the ancient times of Coruscant, making them the only known species to survive Coruscant's urbanization. Hawk-bats hated the cold and usually stayed away from it. Many lived on power cables or in heated vents, hanging upside down from warm pipes below buildings.

Like other avian species, the young of hawk-bats hatched from eggs. They lacked the feathers exant in most avian species, but were covered in leathery scaled skin normally found in reptiles and were thus actually reptavians. To keep their young safe during this critical period, hawk-bats would camouflage the brown and green eggs as best they could to make them appear to be mere rocks. And though the eggs may have looked abandoned by their parents, it was certain that one of them—most likely the mother—was keeping eye on the nest from a distance.

Hawk-bat mothers were extremely protective of their young. Any predator who saw through the camouflage and threatened the eggs would quickly learn the full fury of a hawk-bat mother's wrath.

When they hatched from their eggs, young hawk-bats had green skin and were fully independent. Upon reaching maturity, the hawk-bat would shed its green skin and emerge with purplish-gray skin.

Hawk-bat as delicacy

Sometime before or during the Imperial Period, Ortolan chef Handree Braman discovered that hawk-bat flesh was edible. He recommended cooking it at 1,000 degrees for no more than twenty minutes.

Many beings found hawk-bat meat delicious, and hawk-bat eggs were considered a delicacy. Emperor Palpatine had a private aviary of hawk-bats in the Imperial Palace on Coruscant, where he and guests could have hawk-bats at their leisure.

Hawk-bats managed to survive the Yuuzhan Vong War, and seem to have adapted to Coruscant's newly introduced biological components.

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The hawk-bat loses blindsight when deafened.

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The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.

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The hawk-bat has advantage on an attack roll against a creature if at least one of the hawk-bat's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"The cave is collapsing!\"

\"This is no cave.\"

- Leia Organa and Han Solo

Average length1-900 meters
Skin color

Brown

Eye colorBrown
Average lifespan30.000 years
HabitatAsteroids
DietMinerals

The exogorth, colloquially known as the space slug, was a gigantic species of toothed gastropod. They were silicon-based lifeforms that survived in the vacuum of space by making their homes in the caverns and craters of asteroids. They fed on the minerals of asteroids, various stellar energy fields, mynocks (another silicon-based lifeform), ships, and other unfortunate creatures that unknowingly passed into its mouth. The average adult space slug grew to about 10 meters in length; however, there had been instances of near-kilometer-long specimens. Some slugs were known to continuously grow to sizes that rivaled capital ships in sheer bulk, with some weighing over a million kilograms.

Biology

Space slugs reproduced asexually by fission. Once an adult slug reached a certain size, a chemical trigger would cause it to split into two identical slugs. The two new space slugs would immediately become self-reliant. Space slugs also molted as a result of their growth. Occasionally, this mechanism would be overridden, and the slug would grow to monstrous sizes.

A space slug would travel through the asteroid belts they inhabited by pushing off the surface of one asteroid and floating through space to land on another. They also could use stellar winds to help propel themselves through space. Through highly evolved sense of spatial awareness, they were capable of calculating the speed, trajectory, and distance of perilous moving bodies around them. This sense of spatial acuity also aided them in hunting food. They appeared to have been able to anchor themselves into a cave in an asteroid with tendrils, which also drew nutrition directly from the asteroid itself. As a space slug did not remain in one asteroid for its entire life, it can be assumed that they could break free from their point of anchorage without causing significant injury to themselves. Although their primary diet, similar to mynocks, was passive radiation, they did tend to chomp on rocks and metal as well.

On occasion, the naturally occurring chemical trigger would cause the space slug to kill whatever occurred near them. These oddities were known to reach sizes of nearly one kilometer in length. These colossal slugs were known to take sizable bites out of capital ships that passed too close to the slug's current dwelling, and even swallow smaller vessels whole. At these sizes, the mynocks they ate would often become internal parasites, rather than nourishment, living inside the cave-like esophagus of the slugs that ate them. Some slugs had entire ecosystems of other life living within their digestive tracts.

A natural predator of the space slug was the colossus wasp.

Exogorth variations

A number of space slug variations existed, such as the giant slug, the crimson slugs, and the Cularin slugs. Giant space slugs were larger than average ones. It remains unclear if they were a separate species from the common space slug, or just individuals larger than normally reported.

Crimson slugs were a species of space slug native to the asteroids of Tapani sector. They were distinguished by a red stripe down either side of the body.

Cularin space slugs were a variety of exogorth found in the Cularin system which proved to be comparatively easy to train. Some theorized that they were descended from a domesticated form of space slug. Other theories held that these exogorths were descended from natives to the world which formed the Cularin system asteroid belt (Oblis) before its destruction, and that these creatures survived and adapted to the void of space. They may have been related to—or the same creature as—the space worms which hollowed out the moon Eskaron.

History

\"They're the last remnant of a species that predates history—an unlikely being, if ever there was one. No one knows how or why they evolved—just that we have found a number of them in the galaxy, going about their business…Time has no meaning for such a creature…We thought for a time that they might have once been plentiful in the galaxy—and the ones we find now are the only ones left.\" - Arkoh Adasca

The House of Adasca found a way to control the slugs, known to Adascorp scientists as exogorths, after the Great Sith War. Based on the research of Gorman Vandrayk, Adascorp was able to control the hunger drives, growth rate, and reproductive fission processes of the creatures. Arkoh Adasca placed control mechanisms and hyperdrive engines on a group of slugs and sought to sell them to the Republic, the Mandalorians, or the Revanchist faction as superweapons. With the Adascorp modifications, the exogorths could be sent through hyperspace to a specific system. Once there, their increased rate of growth and division could lead to destruction of space stations, asteroids, moons, and possibly even planets. The original exogorths could be sent to another system once they had divided, making it possible to disrupt or destroy hundreds of systems in a very short time. None of the parties who were invited to bid on these new weapons were enthusiastic about using them, however, all three were interested in making sure the weapon did not fall into the other parties' hands. Camper was able to escape and used the exogorths to kill Adasca atop of the Arkanian Legacy's bridge and then lure them out to Wild Space.

During the Galactic War, the lair of a rare exogorth was found in the Minos Cluster. Upon being investigated, the worm was just shedding its valuable skin, and several pieces of it were retrieved for studying.

One 80-meter-long specimen was observed by the University of Sanbra in the Borkeen Belt in 22 BBY. This space slug made headlines, as it was the largest ever found by the university.

Thousands of years later, the notorious Mugaari pirate Clabburn the Elder seeded the Hoth asteroid field with space slugs, in order to protect his hidden smuggler bases. In one recorded occurrence a slug living in that asteroid field grew to a size of about 900 meters in length. It was found and officially recorded by Gamgalon the Krish, who made a living by capturing these massive specimens.

The asteroid belt in the Algunnis system of the Trax sector was home to several huge exogorths.

Han Solo unwittingly hid the Millennium Falcon in a space slug of similar size when running from the Galactic Empire after the Battle of Hoth. Since exogorths insulated themselves deep inside asteroids and their own heat-generating waste, Leia Organa, Han Solo, and Chewbacca were able to survive inside the space slug with only breath masks to provide oxygen. Solo had heard stories for years of the giant slugs, and had been warned of their dangers, but he dismissed them as mere \"ghost stories.\"

Certain facilities that resided in space kept a space slug living close by to help keep the pesky mynock population down. To keep these specially used slugs from reproducing and growing to uncontrollable sizes, katrium was introduced into the creature's system on a regular basis.

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The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

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If the exogorth fails a saving throw, it can choose to succeed instead.

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The exogorth's melee weapon attacks are considered enhanced.

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The exogorth deals double damage to objects and structures.

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The exogorth can survive in the vacuum of space.

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The exogorth makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d8+9) kinetic damage.

If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 21 (6d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 19 (3d6+9) kinetic damage.

If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

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Salvagers

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

A scavenger or salvager, often abbreviated \"scav,\" is a\nperson or droid whose primary occupation is collecting\nlost or abandoned items or recovering wreckage from\ndisaster or battle sites.

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The salvager is a 4th-level techcaster. Its techcasting ability is Intelligence(power save DC 12, +4 to hit with tech attacks) and it has 16 tech points.

The salvager knows the following tech powers:

At will: electroshock, mending, poison spray, ward

1st level: tactical barrier, tranquilizer

2nd level: cryogenic volley, infiltrate

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The salvager has advantage on saving throws against being charmed or frightened.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The salvager makes two melee or ranged weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 7 (2d4+2) kinetic damage

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.

10 ft. cube, range 30/120 ft., DC 12 dexterity saving throw or 7 (2d4+2) kinetic damage.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target has to make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Han Solo

Han Solo, known only as Han until being given the surname Solo by an Imperial recruitment officer, and formerly known as Cadet 124-329 while serving as an Imperial cadet, was a human male smuggler. He became a leader in the Alliance to Restore the Republic and an instrumental figure in the defeat of the Galactic Empire during the Galactic Civil War. He hailed from Corellia and became a smuggler in the employ of Jabba the Hutt, even completing the Kessel Run in just twelve parsecs with his prized ship, the Millennium Falcon. He was the son-in-law of fallen Jedi Knight Anakin Skywalker and Senator Padmé Amidala, husband of Princess Leia Organa, brother-in-law of Jedi Master Luke Skywalker, father of Ben Solo, rivals and close friends with fellow smuggler Lando Calrissian, and best friends with the Wookiee Chewbacca, his trusted copilot who swore a life debt to the Corellian smuggler. Solo ran afoul of Jabba after ditching a shipment of spice to avoid trouble with the Empire, owing the Hutt a great deal of money as a result. His fortune seemed to have changed when he agreed to charter Luke Skywalker, Obi-Wan Kenobi, and the droids R2-D2 and C-3PO to Alderaan, but he became caught up in the rebellion against the Empire and, after helping Leia Organa escape from the Death Star, briefly fought in the Battle of Yavin, which allowed Skywalker to destroy the superweapon. Solo fought with the Rebellion for a number of years afterward, taking part in numerous operations and battles against the Empire.

After the Battle of Hoth, Solo sought refuge with Organa—with whom he had fallen in love—Chewbacca, and C-3PO on Cloud City, which was operated by his old friend Lando Calrissian. There, they were captured by the Sith Lord Darth Vader as part of a trap to bait Skywalker to the city. Solo was frozen in carbonite and taken to Jabba's Palace on Tatooine by the bounty hunter Boba Fett, where he remained encased in carbonite for months until he was rescued by his friends. After returning to the Alliance Fleet, Solo was promoted to the rank of general and was given command of the Pathfinders, a special forces squad, for the Battle of Endor. Solo led the Pathfinders to Endor, where he, Organa, Chewbacca, and the special forces team, with the help of the native Ewoks, destroyed the shield generator protecting the second Death Star that was being constructed in orbit. Their actions allowed the Alliance Fleet to destroy the superweapon.

The Battle of Endor, which saw the deaths of Emperor Sheev Palpatine and Darth Vader, allowed the Rebellion to form the New Republic. In the early days after Endor, Solo continued to lead the Pathfinders against the Empire. He married Organa, and the two had a son, Ben Solo. The boy struggled with the dark side of the Force—like his mother, who was the daughter of Darth Vader and twin sister of Luke Skywalker, Ben was Force-sensitive—so Organa sent him to be trained as a Jedi by Skywalker. He was seduced to the dark side by Snoke, Supreme Leader of the First Order, resulting in the destruction of Skywalker's attempt to rebuild the Jedi Order.

Having lost their son, Solo left and returned to smuggling, and even lost the Millennium Falcon to numerous thieves. He continued to smuggle until he was brought back into the fight by a scavenger named Rey and a defected First Order stormtrooper named Finn, who carried with them a droid, BB-8, that had part of a map to Skywalker's location. Solo, who retrieved the Falcon from Rey and Finn, returned to Organa, who led the Resistance against the First Order, and fought in the battle to destroy the First Order superweapon known as Starkiller Base. During the battle, Solo saw his son, who had taken the name Kylo Ren, and tried to convince him to return home. Instead, Ren stabbed his father with his lightsaber. Mortally wounded, Solo fell to his death in the bowels of the Starkiller weapon. However, Solo's memory remained alive and appeared in a Force vision a year later to convince Ren to abandon the dark side and defeat the resurrected Emperor Palpatine, after a duel on the remains of the second Death Star between Rey and Ren, being enough for Ben Solo to return and eventually sacrifice his own life to rescue Rey.

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When combat begins the smuggler may take his turn immediatly before the initiative order is determined. After which initiative is rolled by all those in combat including the smuggler.

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The Smuggler can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the smuggler.

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On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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When the Smuggler fails a saving throw, he can choose to succeed instead.

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The Smuggler deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

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If the Smuggler is subjected to an e\u0000ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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When the Smuggler rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined.

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The Smuggler is a 11th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +8 to hit with power attacks, 44 tech points).

The Smuggler

knows the following powers:

At Will: combustive shot, encrypted message, assess the

situation

1st Level: target lock, element of surprise, flash, oil slick,

smoke cloud, stack the deck

2nd Level: translocate, mirror image, charge powercell,

infiltrate, smuggle

3rd Level: debilitating gas, invisibility to cameras

4th Level: salvo

5th Level: mislead, override interface, shutdown

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The Smuggler halves the damage that it takes from an attack that hits it.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Smuggler makes three weapon attacks.

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Ranged Weapon Attack +12, Range 40/160 ft., One target. Hit : 20 (3d8+7) energy damage

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 17 (4d4+7) kinetic damage

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Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the heavy gunner can move up to its speed toward a hostile creature that it sees.

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The heavy gunner has advantage on saving throws against being frightened.

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The heavy gunner deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The heavy gunner makes two attacks with its blaster cannon or bash.

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.

The heavy gunner sprays a 10-foot-cube area within range (range 100/400) with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (2d12+4) energy damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZDk1NTUyMGVmN2Rk","flags":{},"name":"Bash","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/360_-_Mandalorian_Heavy_Gunner/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"MzFjNDI3YTE5MDJh","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/360_-_Mandalorian_Heavy_Gunner/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ClassificationInsectoid
Skin ColorBrown
Eye ColorRed
Distinctions
  • Thin arms
  • Large
  • Hooked claws
  • Spiked carapace
Homeworld
Ryloth
Habitat
Ryloth's equatorial forest
Diet
Carnivorous

Gutkurrs were a species of predatory insectoid carnivores native to the planet Ryloth. During the Clone Wars, the Confederacy of Independent Systems deployed gutkurrs to attack Galactic Republic clone troopers during the Battle of Ryloth. Gutkurrs were resistant to blaster bolts and were said to be the second-most dangerous predator on Ryloth, the first being lyleks. Gutkurrs were also found on the planet Onderon.

History

During the Separatists occupation of Ryloth, TX-20 had his troops capture several Gukurrs and had them placed in cages near his proton cannon battery in Nabat. He then had his sergeant starve the Gutkurrs.

When the Republic sent General Obi-Wan Kenobi's Ghost Company to secure Nabat for their landing, TX-20's sergeant then released the Gutkurrs. The Gutkurrs attacked and killed several of Kenobi's troopers. However, Kenobi was able to lure several them away from his troopers using the Force and then had his troopers seal them off. Several Gutkurrs also attacked troopers Boil, Waxer, and Numa at her home before escaping through a secret passage.

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While it has 10 hit points or fewer, the gutkurr has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

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The gutkuur can make two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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\"Those clankers have tough armor!\"

- Commander Cody, on the durability of the BX-series

ManufacturerBaktoid Combat Automata
ClassBattle droid
Degree4th degree droid
Height
1,91 meters
Weight85 kg
GenderMasculine programming
Sensor colorWhite

The BX-series droid commando, more commonly known as the commando droid, was an elite battle droid model made for stealth assignments.

Characteristics

\"Welcome to Rishi…Commander. As…you can see, the outpost is operating at…peak efficiency. Thank you for visiting…and have a…safe trip…back.\"

- A droid commando trying to imitate a clone trooper

These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter.

History

\"Well... at least they're not destroyer droids.\"

- Anakin Skywalker to Adi Gallia after being ambushed by droid commandos.

BX-series droid commandos were designed to accomplish tasks that an overwhelming force of droids could not. Captain Rex and Commander Cody both defeated droid commandos in combat on the Rishi moon, and the clone deserter, Cut Lawquane, managed to defeat a force of 20 Commando droids with only minimal assistance from Captain Rex on Saleucami, although the droids they fought were heavily damaged. They were capable of hand-to-hand combat, had greater accuracy with their E-5 carbines, and even sniper capability. However, due to their prohibitive cost, they could not be mass-produced in such a manner as to replace the Confederacy's other battle droids so they were used for special operations, boarding parties, and raids.

Battle of the Rishi Moon

\"The outpost is secure, General. We shut down the alarm and turned on the all-clear signal.\"

- A droid commando reporting the capture of the listening post to General Grievous

Around 22 BBY, Confederate General Grievous, the Supreme Commander of the Droid Armies, planned to invade the Wild Space planet of Kamino, where the Republic clone troopers were grown. In order to invade the planet unnoticed, Grievous sent several Droch-class boarding ships containing BX-series droid commandos to the moon of Rishi, where a Republic listening post, the Rishi Station was located. The clones stationed on the listening post identified the boarding ships as a meteor shower, and did not alert a nearby Republic fleet. The droids caught the deck officer, CT-327, by surprise, stunning and killing him. They then infiltrated the listening post, but were met by two clones, Droidbait and Nub, who had been sent by Sergeant CT-19-7409 to find out why CT-327 did not reply. Upon hearing fire, the remaining clones rushed to help, but were outnumbered by the commando droids. CT-19-7409 was also killed by the commandos in the ensuing firefight. However, four clone troopers were able to escape the station through a ventilation shaft. The droids then secured the post and jammed the all-clear signal.

The droid commandos, however, were not aware that a routine inspection of the station conducted by Commander CC-2224 and Captain CT-7567 was on its way. Upon arriving in the Nu-class attack shuttle Obex, the two clone officers were greeted by a commando droid dressed in a clone armor. The droid tried to convince the clone troopers to leave the listening post; however, CT-7567 saw a droid attack flare fired from the survivors. Realizing the trick, he shot the disguised droid through the head. The commando droids then launched an ambush, and after throwing grenades toward the clones and destroying shuttle, the droids believed that the two had died in the explosion. In fact, CC-2224 and CT-7567 had survived with the help of their harpoon cables. Meeting the survivors of the first droid assault below the station, the officers introduced themselves and a plot to retake the station was developed. CT-7567 used a droid commando head to cheat the droids within the station to open the door. The clones then stormed the station, eventually regaining control of the control center after killing the commandos, including the droid captain. Despite reinforcements sent by General Grievous, the clone troopers blew up the station, cutting off the all-clear signal, thus alerting the Republic fleet of the planned Confederate invasion.

Ambush on Kynachi

Jedi Nuru Kungurama and his squad, called Breakout Squad, fought three of these units on a mission on the planet Kynachi.

Battle of Ryloth

During the Battle of Ryloth, at least two droid commandos were present in the capital city of Lessu. The two attacked the ARF troopers Razor and Stak, shortly after the two troopers activated the plasma bridge and allowed Republic forces to enter the city. Even using fellow battle droids as projectiles, they eschewed the use of blasters and engaged the two troopers in hand-to-hand combat, but were soon defeated.

Senate Hostage Crisis

Later on, two of these units were used by bounty hunter Cad Bane during his capture of the Senate Building. After killing a contingent of Senate Commandos that guarded the landing area, the two BX-series droids stripped two bodies of their armor and disguised themselves as the commandos. They later escaped with Bane, Ziro and the other Bounty hunters.

They were also deployed during the Battle of Tirahnn.

Battle of Saleucami

A squad of such commando droids accompanied General Grievous when he boarded Jedi Master Eeth Koth's Venator-class Star Destroyer. The droids defeated the Jedi's clone trooper guards but were destroyed by Koth. Later, during a rescue attempt conducted by the Jedi to rescue Master Koth, Jedi General Obi-Wan Kenobi's light cruiser was boarded and its crew was assaulted by BX-series droids. Anakin Skywalker and Adi Gallia found a squad of commando droids, commanded by TV-94, guarding Koth when they boarded Grievous's flagship. Skywalker and Gallia destroyed all of the droids and rescued Koth.

Later during the Battle of Saleucami, Grievous's forces were forced to crash land onto the planet Saleucami where a pair of commando droids serving as a sniper unit were operational. The droid spotter observed the arrival of Clone Captain Rex whereupon the sniper took a shot that wounded the target. However, the sniper pair was tracked down and killed by Rex's comrades. While Rex recuperated at Cut Lawquane's farm, another squad of heavily damaged BX-series droids were in an escape pod that crashed into the fields of the farm, and were accidentally reactivated by Cut's adopted children Shaeeah and Jek. The droids attacked the farm and despite their heavy damage were able to pin down and nearly overwhelm its defenders. After a hard fought battle and close call they were destroyed by Lawquane and Rex.

Citadel Escape

In the Confederacy prison the Citadel, Warden Osi Sobeck had a team of these commandos painted with a special yellow color scheme. One of these droids was seen torturing Jedi Master Even Piell for information on the Nexus Route with an electrostaff, while an interrogation droid questioned Piell. Many of them carried hand-held energy shields. One of them was responsible for the apparent death of ARC Trooper Echo. A droid commando captain was also forced to destroy one of his own droids after the Citadel warden Osi Sobeck ordered him to do so for displeasing him.

Reinforcements on Felucia

A reinforcement battalion was sent to strengthen the position on a Separatist outpost to prevent Republic victory deep in Confederate territory of Felucia. Commando droids were present in this group, and shortly after the deployment of the reinforcments, the outpost commanded by TZ-33 came under fire by Republic AT-TEs. TZ-33 then ordered all units to form up for a counterattack, thereby lowering the outpost gate; this order proved to be the outpost's downfall as the Republic clones of Wolfpack—led by Anakin Skywalker, Plo Koon, Ahsoka Tano, Rex, and Wolffe—then attacked the droid outpost, destroying all the droids, including the commando droids. Although the Separatists did not win, Tano was captured by a Trandoshan sport hunter by the name of Lo-Taren.

Skirmish on Naboo

Just before the Skirmish on Naboo, commando droids were deployed by Minister Rish Loo on Naboo after Anakin Skywalker, Padmé Amidala and Boss Lyonie confronted him after discovering that Rish Loo was a traitor. In the fight that followed, all of the commando droids were destroyed by the Jedi and Amidala, while Loo stabbed Lyonie and fled the underwater city where the fight took place.

Battle of Kiros

Several droid commandos were present during the Separatist occupation of the planet Kiros. When the Galactic Republic came to liberate Kiros, a group of droid commandos on speeders ambushed a clone party led by Jedi Master Obi-Wan Kenobi, Anakin Skywalker and Padawan Ahsoka Tano. While the clones took some casualties, all the commandos were ultimately destroyed. Two units were also guarding the Separatist commander in-charge of the occupation, Darts D'Nar. However, they were also destroyed when Kenobi arrived.

Battle of Dathomir

Around 21 BBY, Count Dooku ordered General Grievous to eliminate Asajj Ventress, together with the Nightsisters of Dathomir. Grievous began his invasion of Dathomir, where he deployed several BX-series battle droids, together with B1 and B2 super battle droids, AATs, one Defoliator tank and other forces. One of the BX-series droids used a rocket launcher to destroy the wall of the cave, in which Talzin and Old Daka tried to kill Dooku via Nightsister magic. Grievous managed to eliminate Old Daka and a Nightsister, while Talzin disappeared. The BX-series droid emptied the cauldron, and Dooku survived.

Battle of Onderon

A number of BX-series droid commandos were present on the planet Onderon where they served under the super tactical droid Kalani, who was dispatched to defeat a local rebellion brought against the Confederacy. These droid commandos were among the forces battling the Onderonian rebels, where they were ultimately defeated due to the armaments and training the rebels had received from the Republic. When the Royal Onderon Militia abandoned King Sanjay Rash to fight for the rebels, BX-series droid commandos replaced them as his bodyguards.

Ringo Vinda

BX-series droid commando with the markings of captains served at the Battle of Ringo Vinda fighting the 501st Legion, taking several casualties during the fighting. Later, Clone trooper Tup had to be taken on a Maxillipede shuttle. More BX-series droid commandos guarded Tup until Anakin Skywalker, CT-5555, and CT-7567 infiltrated Kraken's Maxillipede shuttle and killed all of the droids.

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The droid has disadvantage on saving throws against effects that deal ion or lightning damage.

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Once per turn, the commando droid can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Average height3,05 meters
Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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If the acklay moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one claw attack against it as a bonus action.

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\"If you can picture a little garbage masher on four legs and covered with fur and tusks, that's a mott. Ill-tempered and brusque, in contrast to my own sweet nature.\"

- Lareen Dantara

DesignationNon-sentient
Average height1,1 meters
Homeworld
Naboo

Motts were medium sized, semi-aquatic herbivores (about 1 meter at the shoulder) native to the Gungan swamps of Naboo.

Characteristics

The motts dwelled in underground mudbank borrows. They ate a wide variety of vegetation and were a primary source of food for most swamp predators (even Gungans occasionally killed motts). Fortunately, motts had a high reproduction rate (about fifteen young per birth).

Motts lived in communes of up to fifteen adults. Communes usually consisted of a dominant male and, perhaps, one lieutenant that guarded the females and young.

They were very good swimmers, and young often hitched rides on an adult's back. They also had good hearing and a nose horn for rooting out food. Gungans found motts to be good pets even though motts were known for tearing up flower gardens.

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If the mott moves at least 15 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) kinetic damage.

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The mott has advantage on Wisdom (Perception) checks that rely on hearing.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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The commando has advantage on saving throws against being frightened.

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When prone, the commando does not have disadvantage on attack rolls made against targets within 30 feet of it.

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The commando ignores half cover and three-quarters cover.

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Once per turn, when the commando hits with a ranged attack against a target 30 feet or more away and there are no enemies within 5 feet of the commando, the commando deals an extra 14 (4d6) damage to the target. This damage is the same type as the weapon’s damage.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

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The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

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Leader(s)Palpatine
Sub-group(s)Imperial Senate Sentinel
Formed fromSenate Guard
Date foundedBefore 2 BBY
Affiliation

Galactic Empire (Imperial Senate)

The Imperial Senate Guard was an elite unit of soldiers in the Galactic Empire. Stemming from the original Senate Guard of the Galactic Republic, the Imperial Senate Guard inherited the duty to protect senators and to accompany them as they traveled the galaxy. However, their true purpose was to ensure that the Imperial Senate remained loyal to Emperor Palpatine, the architect of the New Order. A subdivision to this unit was the Imperial Senate Sentinel.

Overview

By 2 BBY, the Imperial Senate Guard's armor was a blue-colored version of the red and black suits worn by the Royal Guard and Shadow Guard respectively. They were trained solely in melee combat and equipped with cortosis staffs. Additionally, the guards also carried personal energy shields that were powerful enough to deflect lightsaber attacks.

Outwardly, the Imperial Senate Guard preserved the tradition of their predecessors by serving as protectors of the senators of the Galactic Empire. Their main loyalty was to Emperor Palpatine, however. Other duties of the Guardsmen included the protection of key Imperial installations and high-ranking officials, assassination missions, and the hunt of Force-sensitives. Although the Imperial Senate Guards were not formally members of the Imperial Military, they have at times worked alongside them if the objectives were important enough to require their presence, which included the above-listed duties.

History

In 2 BBY, several Imperial Senate Guards were attached to a military unit of stormtroopers and Shadow Guardsmen during a mission to locate the Jedi fugitive Rahm Kota. They successfully tracked Kota's location to a local cantina in Cloud City, but were subsequently annihilated by Starkiller, the secret apprentice of the Sith Lord Darth Vader, who required the former Jedi General's expertise on fighting the Empire.

The Imperial Senate Guard encountered Darth Vader's apprentice again on the planet Kashyyyk where they were killed by the Sith assassin in addition to numerous Imperial soldiers and Captain Ozzik Sturn. Their final confrontation with Starkiller took place on the Death Star I when the apprentice infiltrated the incomplete battlestation to save the founders of the Rebel Alliance from his former Master and the Emperor. Several members of both the Senate Guard and Royal Guard rallied to the Emperor's defense on the observation deck shortly after Starkiller defeated Vader in a lightsaber duel. Despite their failure to defeat him, Starkiller was ultimately slain by Palpatine just as the Rebel leaders escaped on the apprentice's starship, the Rogue Shadow.

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The Imperial Senate Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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The Imperial Senate Guard makes two attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The Gand can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the Hunter.

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The Gand's ranged attacks do not have disadvantage within 5ft.

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The Gand has advantage on Wisdom (Perception & Survial) checks made to locate his prey.

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When the Gand fails a saving throw, he can choose to succeed instead.

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The Gand does not have to breathe and is immune to any affects that rely on breathing.

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When a creature that the Gand can see attacks him. He can use his reaction to impose disadvantage on the attack roll.

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When the Gand takes damage, it can use its reaction to regain 17 (3d10+2) hit points as long as the triggering damage would not have reduced the Gand to 0 hp.

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The Gand makes three weapon attacks.

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Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 19 (3d8+6) energy damage.

The target must succeed on a Dexterity saving throw (DC16) or be knocked prone.

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The target is restrained and must succeed at a Constitution saving throw (DC 16) or be paralyzed until the end of it's next turn. The creature can use an action to attempt to escape the snare by succeeding on a Strength saving throw (DC 17) made with disadvantage.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage plus 10 (3d6) fire damage

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The Gand throws a Stun grenade, choosing a point within 50 ft., exploding in a 15 ft. sphere. Each creature within 15 ft. must make a DC 16 Dexterity saving throw. A creature takes 21 (6d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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The Gand makes a W-90 Concussion Rifle attack.

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The Gand can move up to its speed without provoking opportunity attacks.

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.

The Gand can recharge one or both of its recharge attacks.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDdhMDkzNzNhY2Q4","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","data":{"description":{"value":"

The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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.

The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

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.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok villager has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok villager can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok villager has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"The remote turrets will finish them off!\"

- Gorgol

ManufacturerVarious
TypeDefensive emplacement artillery

An autoturret was a blaster turret emplacement used to defend an area. Known for their killing power and effectiveness, they were employed by many factions throughout galactic history.

History

Autoturrets were used widely during the Jedi Civil War, with the Sith Empire deploying them to restrict access to the Undercity of Taris and to defend their military bases. Often, they were installed at the entrances to hidden bases, onboard capital ships, or near personal valuables.

During the First Jedi Purge, the fortified base of Khoonda on Dantooine utilized them.

In the later stages of the Clone Wars, portable autoturrets were used by both the Grand Army of the Republiic and the Separatist Droid Army for covering fire or to reinforce the defense of field command posts. These autoturrets became the standard equipment of clone and droid snipers, who were entrusted with their deployment.

Autoturret turbolasers were used extensively in sensitive Imperial installations, such as the Imperial Detention Facility on Orinackra as well as on Imperial City, and most notably on the first and second Death Star.

During the Yuuzhan Vong War, they were utilized in the defense of Ithor. The turrets tricked the warriors into destroying a building that was in actuality an explosive device to be used offensively against them.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

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.

The turret makes two repeating blaster attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yammosks, or war coordinators, are creatures used as\ncoordinators during battles to send orders to other\nspacecraft, such as coralskippers, to optimize their\nactions. Sometimes, Yammosks are placed on covert\noperation missions where the creature uses its talents\nto link the mind of Yuuzhan Vong commandos. This\nprovides such operatives with a secured means of\ncommunications as their thoughts are linked to one\nanother. Yammosks are at least partially sentient. If\ndestroyed or badly injured, a Yuuzhan Vong war force\ntypically descended into chaos without the guiding\ninuence of its yammosk. A yammosk's control over its\nforces was also capable of being disrupted through the\nuse of gravitic amplitude modulators.

\n\t\t\n\t\n\t\n\t\t
\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Physically, yammosks resemble huge brains, kept in\nvats, which trail thousands of tentacles. Its only solid\nbodily structure is its single tooth which is hidden\nwithin its boneless esh.\n

\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t

The tooth is capable of biting with incredible force\nallowing it to break through rock and ice which are\nweakened through the secretion of acids.

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yammosk are spawned rather then being created.\nImmature members of this species are required to be\npartially submerged in nutrient liquid but in time they\nbecome full air-breathers.\n

\n\t\t\t\t\t

A yammosk is considered the physical form of the\nYuuzhan Vong god Yun-Yammka, the Slayer body\nmanifested onto the mortal plane.

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If the Yammosk fails a saving throw, it can choose to succeed instead.

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The Yammosk is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by the mind blank force power can't be perceived in this manner.

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The Yammosk can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The Yammosk can let those creatures telepathically hear each other while connected in this way.

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The Yammosk gives all Yuuzhan Vong and their creatures advantage on attack and save rolls when it is within 60ft of the Yammosk.

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The Yammosk has advantage on saving throws against force powers and other force e\u0000ffects.

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The Yammosk can cast certain certain powers utilizing its own biology and Yuuzhan Vong Biotech (Yuuzhan Vong biotech abilities will have the same guidelines as the force/tech power they are named after ). The Yammosk's innate casting ability is Intelligence (power save DC 18). It can innately cast the following powers:

At will: sense emotion, telekinesis, battle precognition

1/day each: dominate mind, mind trap

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The fi\u0000re breather makes two tentacle attacks and one fl\u0000ame sweep attack per round.

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Melee Weapon Attack +7, Reach 30 ft., One target. Hit : 20 (4d8+2) kinetic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+ 5) psychic damage at the start of each of its turns until the grapple ends. The Yammosk can have up to four targets grappled at a time.

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.

The Yammosk magically emits psychic energy. Creatures of the Yammosk's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5dl0+5) psychic damage and be stunned for l minute. A target can repeat the saving throw at the end of each of its turns, ending the eff\u0000ect on itself on a success.

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The Yammosk targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the Yammosk can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Yammosk can terminate the link at any time (no action required). The target can. use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6} psychic damage. The psychic link also ends if the target and the Yammosk are more than 5 miles apart, with no consequences to the target. The Yammosk can form psychic links with up to ten creatures at a time.

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The Yammosk can use its action to allow up to 10 Yuuzhan Vong creatures to use their reaction to either to make an attack or move up to their movement speed.

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.

The Yammosk targets a creature with which it has a psychic link. The Yammosk gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The Yammosk can also make a Charisma (Deception} check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight} check. If the Yammosk succeeds, the mind believes the deception for l hour or until evidence of the lie is presented to the target.

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The Yammosk targets a creature within 120 feet of it with which it has a psychic link. The Yammosk breaks the creature's concentration on a power it has cast. The creature also takes ld4 psychic damage per level of the power.

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The Yammosk targets a creature within 120 feet of it with which it has a psychic link. Enemies of the Yammosk within 10 feet of that creature take 10 (3d6} psychic damage.

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The Yammosk makes a tentacle attack.

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Tsaiwinokka Hoyakut or Reanimated Dead, was a spell that could be used to create undead. This complex spell could awaken the freshly-dead and skeletons, transforming them into an unstoppable legion impervious to pain and capable of transmitting a necromantic infection through biting. These wounds became infected with Sith alchemical elements that would induce transformation into the undead.


Sith zombies served as guardians of the tombs of Sith Lords in the Valley of Golg and the Valley of the Dark Lords. The zombies' limited intelligence allowed them to wield weapons. This and their intimidating presence ensured that few sentients prevailed during an encounter with the creatures.


The zombies' physical appearances varied widely, depending on their former species and gender. Moreover, their original features were distorted depending on damage sustained during battle and by the ravages of time, as the zombies were capable of laying dormant for extended durations. There had been accounts of beings who had been felled during battle and had risen almost immediately with missing limbs and massive gaping wounds. Others had observed that the zombies were little more than half-rotted husks that emanated a horrid stench and moved with an odd shuffling gait.


With the metamorphosis into a zombie, the creature gained heightened visual acuity in the dark and strength superior to that of living beings.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage plus 2 (1d4) necrotic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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The dark aspirant has advantage on saving throws against being charmed or frightened.

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When the dark aspirant is hit by an attack, it can use its reaction to shroud itself in Force energy. Until the start of its next turn, it has a +4 bonus to AC.

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The dark aspirant is a 5th-level forcecaster. Its forcecasting ability is Charisma (Power save DC 15, +4 to hit with force attacks) and it has 24 force points.

The Sith High Apprentice Can use Twinned Power and

Heightened Power

The dark aspirant knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward,

shock

1st-level: battle meditation, curse, sap vitality, hex, improved

feedback

2nd-level: drain vitality, force camouflage

3rd-level: force lightning, choke, horror

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d8+1) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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Average lenght2,48 meters
Average mass15 kilograms
Skin color
  • Purple (female)
  • Brown (male)
Eye colorYellow, red
Homeworld
  • Anaxas
  • Various asteroid hives
Habitat
  • Jungles
  • Caverns

Fyrnocks were silicon-based creatures originally indigenous to the jungles of the planet Anaxes. Surviving the destruction of their homeworld, many Fyrnocks inhabited the resulting Anaxes asteroid belt, including the asteroid PM-1203, which contained Fort Anaxes, a military base used by the Grand Army of the Republic during the Clone Wars. Fyrnocks were hurt by sunlight and could only live under the cover of darkness, in which they became fierce predators. However, they were immune to lights that were not solar-based. Fyrnocks were typically the size of a small humanoid, but at least one was known to grow much larger.

During the Battle of Anaxes, fyrnocks prowled around a campfire set up by Clone Force 99, CT-7567, CC-2224, CT-5597, and CT-6116. Many years after the Clone Wars and the planet's destruction, Hera Syndulla and Sabine Wren encountered fyrnocks in the abandoned Fort Anaxes. Later, Jedi Knight Kanan Jarrus and his apprentice Ezra Bridger returned to Fort Anaxes, hoping to lure the Grand Inquisitor into a trap. Using the Force, they were able to convince the Fyrnocks to attack the Inquisitor and his Imperial Stormtroopers. While the Fyrnocks were ultimately unable to defeat the Inquisitor, they did manage to take down several of the Stormtroopers.

Variations

At least one Fyrnock was known to be many times the size of standard fyrnocks. This creature was far more dangerous than standard fyrnocks, being, in fact, the mother of all fyrnocks. Years after the Clone Wars, Jedi Padawan Ezra Bridger summoned this fyrnock, but had to tap into the power of the dark side to do so. The fyrnock put up a vicious fight against the Inquisitor, buying Ezra and Kanan necessary time to escape, but Ezra was briefly knocked unconscious and left shivering by the unexpected power of the dark side energy that he had summoned.

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At the start of its turn, the fyrnock can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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The fyrnock takes 5 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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The fyrnock makes two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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DesignationNon-sentient
Average height3 meters
Average length 1,5 meters
Average wingspan1 meter
Average mass640 kilograms
Skin colorBrown to blue
Feather colorDark brown
Eye colorBrown
Distinctions
  • Tiny wings
  • Blue head
  • Reddish throat flap
  • Huge legs
  • Massive claws
  • Huge beak
  • Egg shaped body
  • Small crest on head
Average lifespan20 years
HomeworldTatooine
HabitatDesert
DietCarnivore

Woodoo were massive reptavians indigenous to the desert world of Tatooine. There was a cantina on Tatooine called \"The Woodoo Dunes\" with a sign that had a picture of a woodoo, followed by two hatchlings. The sign is incorrect in the fact that woodoos rarely traveled with young, as that would endanger them and take them away from the safety of the nest.

Biology and appearance

While its 640-kilogram weight rendered it flightless, the absurd-looking woodoo's tiny wings helped the creature with interspecies communication and regulation of body heat. An abnormally large blue head was attached by a stubby neck to its equally odd egg-shaped body. A thin reddish throat flap hung off their neck. Males could stretch these flaps as a symbol of strength to attract mates or intimidate other males. The flap could also vent heat to cool down its body. Woodoo also had a small red crest on the top of their heads. The larger the crest, the older the woodoo. However, the crest on females was significantly smaller and grows slower. The woodoo's body was covered with small glands that secreted a clear, lustrous oil. The oil was somewhat like sweat, draining heat from the woodoo's feathers and then evaporating.

The woodoo was slow but extremely strong, with a powerful set of digging claws on the foot of each thick leg. It used these shovel-like claws to dig up dewback eggs and to bully local anooba packs away from their kills. They could also be used to fend off krayt dragons, as they were too slow to outrun them. However, the krayt dragons were usually victorious, being too nimble to pin down with a heavy stomp.

Woodoo skin could be made into leather and was worn by Ezjenk the Jawa, Tusken Raiders and other various sentient species. Woodoo hide was also valuable as a means of shining metals, due to its slightly rough texture. Darth Vader's helmet was polished by DD-13/HK, a DD-13 medical assistant droid, under 2-1B/DRX's orders; the motivation being an attempt to distract Emperor Palpatine from a large amount of shortcuts that the medical droids took in the procedures of reconstructing Darth Vader.

They were also tamed (with difficulty) and kept as pets. A Wookiee member of the New Republic Senate had a pet woodoo. An unidentified New Republic diplomat on Coruscant also rode a 14 year old woodoo.

Woodoo were popular game for big game hunters, as their meat was rather tasty and their bones sold well as jewelry. Woodoo eggs also made good eating, and poachers regularly supply restaurants with the eggs. Dexter Jettster makes a popular dish known as \"Woodoo Surprise\", and woodoo eggs are also served at the Mos Eisley Cantina. However, woodoo were fiercely protective of their young, and hunters, Jawas, and Tusken Raiders have been stomped on after wandering too close to their nests.

The hatchlings look very like their parents, though their body and legs are relatively scrawny compared to what they will grow to be. The hatchlings can scurry around fairly fast to avoid predators, though they will lose this speed as they mature.

Woodoos live for around 20 years, reaching maturity at 8. They typically parted ways with their parent around 7 year of age, though there have been records of woodoo hatchlings being left in the desert at the age of 4. Woodoos left at this stage rarely survive, usually being picked off by krayt dragons or Tusken Raiders.

Behavior and intelligence

Woodoos were fairly social creatures, sticking with their mates for a long time. They would take roles – one looked for food while the other guarded the nest and the young. Woodoos preferred to scavenge, as they were too slow to do any real hunting. They generally waited for another creature, such as an anooba pack, to make a kill. They then arrived, chased them off, then dragged the carcass (if small enough) to the nest. If the carcass was too large, they would use their huge digging claws to bury the corpse in the sand. They would return later to eat.

Woodoo, as mentioned earlier, were very territorial and protective of their nests. They mark their territory with feces that are, to say politely, unpleasantly fragrant. They could emit a loud shriek to intimidate predators or to signal their mate that something was wrong. Between territorial disputes or a fight over a mate, the scuffle is ritualized and almost never fatal. It involves forceful head butts, pecking, and sometimes a charge in an effort to knock the opponent over. If defeated, the woodoo backs away. However, in an encounter with a predator, the woodoo will stretch its throat flap, extend its comically small wings straight out, and attempt to place a potentially lethal stomp on the offender. But if the predator is trying to get to the nest and puts the young in danger, the woodoo will do almost anything to try and chase off the predator. The woodoo will stomp, peck, charge, headbutt, and use any means possible to deter the predator or kill it.

If a mate or hatchling dies, the woodoo will appear to grieve. The woodoo will lie by the body, fending off any scavengers foolish enough to approach. After an average of three days, they will bury the body under the sand, where it will usually mummify under the heat and dryness. If the woodoo comes across the place again, it will stay there for some time, then leave.

Once a woodoo mates, the female would generally build a nest and lay the eggs.The nests were made out of scavenged scrap metal, stones, hardened droppings, and desert brush, lined with the woodoo's own shed feathers. Woodoo eggs usually hatched after 3 months. After hatching, the hatchlings were blind, scrawny, wet, and vulnerable to sand and predators. The female stayed at the nest to take care of the young, depending on the male to bring in food. The hatchlings opened their eyes at around 3 days of age. They were curious little critters, and if the parents died, they wouldn't hesitate to waddle up to a sentient creature (such as a Jawa) in hopes of getting a new home. Once the hatchlings can stand and run, the female and male start to switch roles of hunting and caring for the young. When the woodoo have reached the age of eight, they left the nest and started their own lives as young adults.

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If the woodoo moves at least 20 feet straight toward a target and then hits it with a beak attack on the same turn, the target takes an extra 11 (2d10) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The woodoo can make two attacks: one with its beak and one with its talons.

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The woodoo lets out a deafening shriek in a 60-foot cone. All creatures that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature takes 17 (5d6) sonic damage and is deafened for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not deafened.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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Any friendly creature reduced to 0 HP within 15 feet of the Jedi Healer is automatically considered to be alive and stabilized.

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Whenever the Jedi healer uses a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the power’s level.

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The Jedi Healer is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks, 36 force points).

The Jedi Healer

knows the following force powers:

At-will: saber reflect, spare the dying, force technique, force

push/pull, turbulance

1st level: heal,battle precognition

2nd level: force barrier, restoration, stun, force enlightenment,

battle meditation, phase walk

3rd level: telekinetic storm, knight speed, becon of hope,

server force

4th level: aura of purity

5th level: improved restoration, improved force barrier,

improved heal, revitalize, stasis, improved battle meditation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

As an action, the Jedi Healer can evoke healing energy that can restore 40 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

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Vulptices (singular: vulptex) were a non-sentient species of omnivorous and gregarious canids from the mineral world Crait. They were distinguished by their coats made up of white crystalline bristles.

DesignationNon-sentient
ClassificationCanid
Hair colorWhite
Eye color
  • Blue
  • Red
DistinctionsUnique crystalline bristles/spikes
Homeworld
Crait
HabitatHighland caves and canyons
Diet
Omnivorous

Biology and appearance

The vulptices were a fox-like species of canids with a flexible body native to the mineral world Crait. Their most distinctive feature was a coat of crystaline bristles/spines that served as protection against their predators. Their facial bristles (or whiskers) also helped them gauge whether they could fit into a tight space. Vulptices had excellent low-light vision and keen senses. They were omnivorous, feeding on tubers and small burrowing mammals they dug out from under Crait's salt crust. According to Doctor Paqin Mesoli, who wrote field notes on the vulptices for the Nupayuni Mining Consortium, those creatures might also have been sensitive to magnetic fields.

Behavior

Vulptices dwelled in highland caves and canyon. In fact, Dr. Mesoli theorized that they had summer dens beneath Crait's salt crust, and winter dens in caverns. They lived in groups referred to as skulks, regrouping three to four families with as many as ten creatures by family. Dr. Mesoli, however, observed those skulks came together in larger social structures, with as many as one hundred vultpices sharing a particularly advantageous den.

Although not sentient, the vulptices were clever animals that formed strong bonds and hunted in cooperation. Dr. Mesoli suspected that they used their bristles to communicate, shaking them or brushing them against stones to generate specific sound patterns.

History

After the Rebel Alliance abandoned their outpost on the planet, a skulk of vulptices had come to roam free through the abandoned structures. Decades later an extremely curious skulk of vulptices was present on Crait during the time of a battle that broke out between the First Order and the Resistance on the planet surface. The skulk found their way into the abandoned outpost while the door was closing, and they remained in the outpost while the battle of Crait was going on. While Luke Skywalker was distracting the First Order, the vulptices had somehow found their way out of the outpost, which seemingly had no escape. Finn inquired where the \"crystal critters\" had gone. One was spotted and helped them escape through a tunnel near the back of the outpost. However, the exit was blocked by a large pile of rocks. Rey used the Force to move the rocks out of the way. The Resistance was then able to follow the creatures out of the base.

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The vulptex has advantage on Wisdom (Perception) checks that rely on sight or smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Hssiss, or dark side dragons, were a lizard species with the ability to influence Force-sensitive beings around them. If bitten by a Hssiss, one would succumb to the effects of a dark side poison. Hssiss also had the ability to conceal themselves and become invisible, possibly doing so through the Force. Hssiss originated as savage reptilian predators on Ambria, and were one of the few creatures to survive the planet's destruction. They lived in and near Lake Natth, where Jedi Master Thon had imprisoned the dark side energies that had plagued the planet for millennia. The dark spirits then began to possess the creatures, turning them into something much fouler—it was said that these \"dark side dragons\" aided those who used the dark side of the Force. Eventually, Great Bogga began to use them as body guards and pitted them against those who had failed him. When he realized how effective and vicious they were, he had them transported off-world and sold in bulk. Soon, Hssiss could be found all over the galaxy, especially on worlds where the dark side was strong, including Korriban, Mimban and Vjun.

In appearance, Hssiss looked nothing more than particularly vicious reptiles, about three meters in length, with a green, scaly hide. In addition to those three meters, they had a meter long tail, covered in rows of spikes which stretched up past their backs and onto their necks. When in the lakes on Ambria, they hunted in pairs, grasping their prey with their strong jaws and sinking dozens of teeth into the unfortunate animal's body, while the other Hssiss sunk its jagged claws into it. Dark Lizards were a species of hssiss.

Overview

As creatures of the Force, they had a limited ability to mask their presence. Hssiss were drawn to suffering and carnage. After the Jedi Civil War and the devastation of the planet Korriban, they fed upon all the corpses left behind from the war, while the angry phantoms of the Sith—too weak to influence the sentient—took these Hssiss as thralls to their will, fending off all intruders who landed on the planet.

They were found on many planets throughout the galaxy, including Korriban, Ambria, Mimban and Vjun. Their prevalence was probably the result of being brought with Sith armies in their many wars. Many scientists believed the Hssiss originated from the planet Stenness.

The Jedi philosopher Tionne Solusar once met with a Hssiss on the planet Ambria. She killed it by removing its head with her lightsaber, but did not escape unscathed. The Hssiss had slashed her with its claws, and only a Jedi healing trance proved able to remove the venom. This led her to believe that the poison was spawned from the dark side of the Force.

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The hssiss can breathe air and water.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against Hssiss.

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The Hssiss makes three attacks, once with its bite and twice with its claws.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 17) or become poisoned and take 6 (2d6) toxin damage per turn. The target is also grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Hssiss can't bite another target

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 6 (2d6) toxin damage per turn.

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The Hssiss magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a power).

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DesignationNon-sentient
ClassificationReptavian
Homeworld
Endor

Geejaws were reptavians native to Endor.

Known for their wide variety of calls and mimicry, geejaws were inquisitive creatures. They were small red birds with sharp beaks which they used to build nests, laying several eggs at a time, in which both parents would care for helpless chicks.

Common prey of the temptors and other animals on Endor, geejaws had to build nests high above ground or in hard to reach places.

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The geejaw can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

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K'lor'slugs were dangerous vermiforms native to the swamps of Noe'ha'on. They were also found on Korriban and Taris.

DesignationNon-sentient
Homeworld
Noe'ha'on

Biology and Appearance

K'lor'slugs were large worm-like creatures that possessed a serpentine body propelled by many dangerously-edged legs. The mouth was a gaping circular maw filled with concentric rings of teeth.

Behavior

K'lor'slugs were carnivorous hunters on their homeworld, possessing keen olfactory and visual senses in addition to a deadly venom. For reproduction, the creatures could lay more than 300 eggs in a single birthing period. When hatched, the young k'lor'slug was immediately ravenous for food. In addition to their aggressiveness, these creatures were considered pests aboard starships. They were known to invade the darkest spots on unsanitary space vehicles and breed. When dealing with more than 300 eggs hatching, an infestation aboard a space vehicle would become harder to control—and more potentially fatal—the longer it was tolerated.

History

K'lor'slugs were known to the galaxy as early as the time of the Great Galactic War of the Old Republic. Because of their notoriety as an aggressive and deadly species, especially among the spacers who encountered them aboard their starships, they were used as a holomonster playing piece in the popular strategy game, dejarik.

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The K'lor'slug has advantage on an attack roll against a creature if at least one of the k'lor'slug's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see.

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The mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Activating or deactivating the jetpack requires a bonus action and, while active, the mandalorian has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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The mandalorian deals one extra die of damage with its weapons (included).

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While wearing medium armor, the artiste adds 3, rather than 2, to its AC and no longer has disadvantage on Dexterity (Stealth) checks.

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The mandalorian has a personal barrier that has 10 hit points. Whenever the mandalorian takes damage, the barrier takes the damage instead, if the damage reduces the barrier to 0 hit points, the mandalorian takes the remaining damage. Whenever the mandalorian casts a tech power of 1st level or higher, the barrier regains hit points equal to the number of tech points spent. The barrier cannot exceed 20 total hit points.

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When the mandalorian casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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The mandalorian is a 10th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with tech attacks) and it has 44 tech points.

The mandalorian knows the following tech powers:

At will: assess the situation, combustive shot, jet of flame

1st level: energy shield, flame sweep, oil slick, ring of fire

2nd level: electromesh, magnetic field, overheat, pyrotechnics

3rd level: explosion, flaming shots, kolto cloud, sabotage

charges, tech overide

4th level: ballistic shield, elemental accelerant

5th level: immolate

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NTUzZDBmYjNkOTll","flags":{},"name":"Technological Advantage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The mandalorian makes one weapon attack with its blaster carbine or tech blast.

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"Y2E4MzYzOGVhMWRi","flags":{},"name":"Tech Blast","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 30 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"MWM1MDllZWVlNWU5","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"ZTM5ODUwMTM1MGMx","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"ZDhkOGQxMWM4MTgx","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000}]} +{"_id":"W5C7mbrVxlJw1v4I","name":"**Jensaarai Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"Jensaarai enhanced armor"},"hp":{"value":64,"min":0,"max":64,"temp":0,"tempmax":0,"formula":"8d8+28"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":64,"min":0,"max":64},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 16","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","token":{"flags":{},"name":"Jensaarai Apprentice","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"W5C7mbrVxlJw1v4I","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":64,"max":64},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDJmNjczMDYxNmI2","flags":{},"name":"Jensaari Armor","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 6 anytime it is damaged.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MmEzMDE5ZTY0ZjM0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, level 5 caster 20 force points).

It can innately

cast the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MTE2YjU4NzhjNTZi","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YzIyYjc0YTM5NDRl","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MDdjOWQ4YTgzNzhm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Jensaarai Apprentice makes two attacks with its Martial lightsaber

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NWE4MDJkMWI4MzA1","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"MjhmYjIzZDhkZThk","flags":{},"name":"Ballistakinesis","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

.

The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} +{"_id":"WCDdFZVk60FLM5HK","name":"Tusken Brute","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"heavy combat suit"},"hp":{"value":68,"min":0,"max":68,"temp":0,"tempmax":0,"formula":"8d8+32"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":68,"min":0,"max":68},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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As a bonus action, the tusken can move up to its speed toward a hostile creature that it can see.

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.

The tusken makes two gaffi stick attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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\"When the P-Tower gets ready to fire, you can feel the charge, hear the hum, see the dish light up…It's a moment of hope. And then the blast just bounces off an AT-AT and you realize that the situation is hopeless…\"

- Lak Sivrak

ManufacturerAtgar SpaceDefense Corporation
TypeLight anti-vehicle laser cannon
Cost
  • 10.000 - 12.000 credits (new)
  • 2.000 - 6.000 credits (used)
Height2,8 meters (energy dish)

The 1.4 FD P-Tower was a light anti-vehicle fixed emplacement artillery weapon produced by Atgar SpaceDefense Corporation.

Description

Manufactured by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower was a light laser cannon employed as a fixed emplacement anti-vehicle weapon. It was designed to target a variety of enemy vehicles, including repulsortanks and landspeeders, although it had difficulty targeting fast-moving vehicles. The unit was quick to produce.

The main bulk of the weapon was a 2.8 meter high energy dish that had sixteen micropower routers spaced evenly along the outer edge, and eight power conversion cells along the interior of the dish. Targeting sensors were placed on the upper edge of the dish, and a single light laser cannon emanated from the center of the dish. To fire the weapon, energy was fed directly into each micropower router which held the charge until the firing computer registered that the Energy Conversion Point had been achieved. The power conversion cells around the dish glowed once the weapon was primed to fire. At that point, the firing computer channelled the energy from the router into the main power converter located at the center of the dish, firing the weapon. The energy beam moved through the discharge barrel, into the galven circuitry and through the focusing lens to produce a low-power beam that was effective against repulsorcraft, landspeeders, and airspeeders.

The 1.4 FD P-Tower was considered to be an all terrain weapon, and could operate in temperatures from minus 100 degrees Standard, to plus 120 degrees Standard. The entire weapon could rotate three hundred and sixty degrees on a rotation platform for a full field of fire. At a cost of 10,000 credits, the weapon was inexpensive, costing less than half as much as similar weapons on the market. A blast from the weapon was equal to a standard artillery unit, and was known to take down vehicles as large as an All Terrain Scout Transport walker. Although designed to counter repulsortanks, the armor on heavy repulsortanks and All Terrain Armored Transport were able to deflect blaster bolts. In practice, the weapon was often more effective against stormtroopers than repulsorcraft.

At the rear of the unit was the firing computer linked to a targeting scope, along with a targeting and elevation mechanism that raised and depressed the dish. The P-Tower's hadrium-iode tracking system was capable of following targets through extreme weather. The targeting computer was unable to predict high-speed maneuvers from fast-moving craft, meaning that scoring direct hits on such craft was often down to the skill of the unit's gunners.

The design of the 1.4 FD P-Tower had several drawbacks. The weapon's main power converter was calibrated to specific power needs, fed from the micropower routers. If a single router was to fail or malfunction, the entire firing mechanism would shut down. The 1.4 FD P-Tower utilized an Atgar C-6 battery, which only retained enough power for eight shots before needing to be replaced. The battery was easy to replace when handled by a skilled technician. When hooked up to a power generator, the weapon had unlimited fire capability. The weapon also suffered from a low fire rate, and required ten seconds to build up an adequate charge. The visible dish was also a tempting target for opponents.

The weapon required a crew of four to operate, although the operators were all vulnerable to attack as the turret was not enclosed, leaving them vulnerable to enemy fire. The lead operator—known as the chief gunner—aimed and fired the weapon. The unit possessed an integrated targeting scope, but many operators were reluctant to stand so close to the weapon in an exposed position, so they used an artillery remote containing a small joystick controller attached to a portable firing computer with a readout screen. The other crew members were engineers who regulated the energy flow from the battery to the micropower routers and monitored the long recharge time between each shot, as well as replacing the battery once depleted. The weapon itself was protected by light armor plating.

History

Produced by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower was introduced during the Clone Wars. A fixed emplacement weapon, it was deployed on military installations, space stations, and other facilities. By the time of the Galactic Civil War, the 1.4 FD P-Tower was outdated and readily available for purchase on the black market, and was used heavily by both mercenary and Alliance to Restore the Republic units, even though the weapon was no longer standard issue for the Galactic Empire who had progressed on to use more advanced models of anti-vehicle weaponry. In light of its continued use, Army Command was conducting a review regarding the inclusion of the weapon on the updated standard issue list for the Imperial Military, although it was found in service on some of the Empire's Outer Rim planets.

Due to its inexpensive cost, it was primarily used by the Alliance, and it was their most common piece of field artillery. It was detested almost universally by Alliance infantry commanders, who considered the weapon underpowered and unable to damage heavier Imperial combat vehicles. They questioned the use of an artillery weapon that limited their mobility and provided no protection to their operators. Despite the inexpensive cost of the 1.4 FD P-Tower, the weapon was still too expensive to abandon on the battlefield. In addition, the Alliance had trouble securing an adequate supply of replacement batteries to keep their units in combat readiness, and the distinctive glow given off by the power conversion cells proved to be a detriment if using the weapon at night as it could give away defensive positions. Although the low price tag kept the weapon in service, the Alliance began to slowly phase out the 1.4 FD P-Tower.

The Alliance utilized P-Towers to defend Echo Base on the planet Hoth, as well as in the defense of several other major bases and installations. The P-Tower's contribution to the defense of Echo Base on Hoth was crucial to allowing the Alliance troops to delay the Imperial advance long enough to carry out their evacuation of the base.

The New Republic conducted experiments into improving the 1.4 FD P-Tower, such as improving the weapon's range, overhauling the power system, and adapting the unit to take a power feed from a larger-scale generator. All generally failed due to the incompatibility of the weapon's decades-old electronics with modern technology. The failure of these projects, slow rate of fire, and the vulnerability of the operating crew led to the decision to phase the weapon out of service, and the unit was found only in the service of mercenaries and pirates. With the conclusion of the Galactic Civil War, the New Republic decommissioned its remaining P-Towers in favor of repulsorlift-equipped weapons platforms.

By the time of the resurrected Emperor's assault on the New Republic, the 1.4 FD P-Tower was an optional mounted weapon for SedriMotors Limited's Amphibion.

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The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

The Turret chooses a target within 600 ft and lets loose a blast of energy at the target. The target must succeed at a DC 16 Dexterity saving throw, or take 28 (7d6 + 4) energy damage. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 24 (7d6) energy damage if they fail the save by 10 or more.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the soldier that isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZDM4ZmQ4NzM5ZTYz","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/371_-_Front-Line_Soldier/avatar.webp","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZjhjNDNhMTE2ZmM1","flags":{},"name":"Blaster Carbine","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/371_-_Front-Line_Soldier/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MjRmMWUxYjUxN2Vj","flags":{},"name":"Vibroblade (one hand)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/371_-_Front-Line_Soldier/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NDlkM2U3ZDE2MjFh","flags":{},"name":"Vibroblade (two hands)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/371_-_Front-Line_Soldier/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d10+1) kinetic damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t

Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the\nFar Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family\nand their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the\ndeaths of nearly 365 trillion sentient beings during their invasion of the galaxy.\n

\n\t\t\t\t\t\t

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average\nHuman. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have\nsloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual\nmutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also\nhave short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser\namounts on both the head and body than Humans, but often wear it much longer than them, unless completely\nbald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of\nbeauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among\nthe Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very\nconductive, as if it was made specifically for feeling pain.\n

\n\t\t\t\t\t\t

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of\nthe Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are\ntargeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of\naction is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is\npossible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and\nthrowing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the\npressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.\n

\n\t\t\t\t\t\t

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain;\nnot as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to\ncreate the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By\nremaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a\nmanner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring,\nand sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their\nbodies. Devotional practices to the gods call for bloodletting at prayer times.\n

\n\t\t\t\t\t\t

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs\nbetween two different castes is considered forbidden. They also greatly believe in honor: even under interrogations,\nthe word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they\ntypically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

\n\t\t\n\t\n\t\n\t\t

Technology. The Yuuzhan Vong have a fanatical hatred\nof machines, believing them to be abominations and\nan aront to their gods. Machines do not die, meaning\nthat they are capable of replacing organic life—which is\nsomething the Yuuzhan Vong would never allow.

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Amphistaff

Like all Yuuzhan Vong biotechnology, amphistaffs were\nfully organic beings native to the Yuuzhan Vong\nhomeworld. Young amphistaffs grew in trios from\nleathery polyps, reaching out and snatching whatever\nprey could be found and redirecting it into the polyp's\ngaping maw, known as the groundmouth, thus feeding\nall four entities simultaneously. Eventually the\namphistaffs lengthened to around 2 to 3 meters, too\nlarge for their polyp to support them. They would\nbreak o, escaping their amphistaff breeding gla, and\nslither into the wilderness leaving the polyp to die.\nAmphistaffs saw in infrared light. 

\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":2,"powerLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"truesight 30 ft., passive Perception 10","languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/avatar.webp","token":{"flags":{},"name":"Amphistaffs","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"WOfhNqte6Z8kQiRJ","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":13,"max":13},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OWY3NmI0YzkzODU1","flags":{},"name":"Shaped Fortitude","type":"feat","img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/avatar.webp","data":{"description":{"value":"

If damage reduces the amphista\u0000ff to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the amphistaff\u0000 drops to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NmNhOTA4MzdjYjE5","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/avatar.webp","data":{"description":{"value":"

The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d4+3) kinetic damage.

the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is blinded for 1 minute. On a successful one, the target takes half as much damage and isn't blinded. A target can repeat the saving throw at the end of each of its turns, ending the eff\u0000ect on itself on a success.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The healer can roll 1d4 and add it to a skill check or saving throw.

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When the healer casts a power of first level or higher that restores hit points to a creature, both the targeted creature and the consular regain additional hit points equal to 2+the power's level.

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The the healer casts a force power, it can expend additional force points to modify the power, choosing one of the following options:

Heightened Power. When the healer casts a power that forces a creature to make a saving throw to resist its effects, it can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

Quickened Power. When the healer casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Twinned Power. When the healer casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

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The healer is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks, 45 force points).

The healer knows the following force powers:

At-will: Force Push/Pull, Give Life, Guidance, Saber Reflect,

Saber Ward, Spare the Dying

1st-level: Battle Precognition, Heal, Project, Sanctuary

2nd-level: Rescue, Restoration, Stun

3rd-level: Beacon of Hope, Remove Curse, Share Life

4th-level: Aura of Purity, Force Immunity, Freedom of

Movement

5th-level: Improved Heal

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When the healer is hit with an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d8+3) energy damage

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.

The healer can distribute 50 hit points among any amount of creatures within 30 feet of it. This healing has no effect on a creature that has half or more of its maximum hit points.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid (any)","environment":"","cr":7,"powerLevel":0,"xp":{"value":2900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 16","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/avatar.webp","token":{"flags":{},"name":"Jedi Knight, Weapon Expert","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"WhWgM0JVe3cUTDj5","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":98,"max":98},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDNjZDYwZWJmMWZl","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/avatar.webp","data":{"description":{"value":"

The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo its proficiency bonus to make an additional two-weapon fighting attack, also without its proficiency bonus.

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If the creature is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi's primary doublesaber attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

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The Jedi Battlemaster is a 13th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 27 force points).

The

Jedi knows the following force powers:

At-will: saber reflect, turbulance, force push/pull,force disarm,

sonic charge, burst

1st level: slow descent, phase strike, force throw

2nd level: stun, battle meditation, phase walk

3rd level: telekinetic storm, knight speed, sever force, force

repulse

4th level: freedom of movement, force immunity

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The jedi can attack with both blades when making an opportunity attack

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.

The Jedi makes three doublesaber attacks or two doublesaber attacks and two offhand attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d8+5) energy damage

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":3,"powerLevel":0,"xp":{"value":700},"source":"Roll 20","race":"","class":" 1"},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 10","languages":{"value":[],"custom":"Kaleesh, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/224_-_Kolkpravis_Tarkhan/avatar.webp","token":{"flags":{},"name":"Kolkpravis Tarkhan","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/224_-_Kolkpravis_Tarkhan/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"WlchRIhESv8QQdAq","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":55,"max":55},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Mzg4ODkyNzU4Yjg3","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/224_-_Kolkpravis_Tarkhan/avatar.webp","data":{"description":{"value":"

The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Tarkhan makes two meelee attacks with its Greater Shoni Spear.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 7 (1d10+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"NDRlMmEyMGJlZGRi","flags":{},"name":"Outland Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/224_-_Kolkpravis_Tarkhan/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 5 (1d6+2) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"MTQ3NGUwNDQzNGUw","flags":{},"name":"Battle Cry (1/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/224_-_Kolkpravis_Tarkhan/avatar.webp","data":{"description":{"value":"

.

Each creature of the Tarkhan's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the Tarkhan's next turn. The war chief can then make one attack as a bonus action.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (dathomiri)","environment":"","cr":21,"powerLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 21","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":21,"prof":7,"total":11},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":2,"ability":"dex","bonus":0,"mod":5,"passive":29,"prof":14,"total":19},"sur":{"value":2,"ability":"wis","bonus":0,"mod":4,"passive":28,"prof":14,"total":18},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","token":{"flags":{},"name":"Nightsister Clan Mother","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Wunajvl6mhl71Sfr","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":160,"max":160},"bar2":{"value":15,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDUxZmFiNGZmOTY4","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

The Nightsister is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 21, +13 to hit with force attacks, 68 force points).

The

Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: battle precognition, dark side tendrils, fear, force

mask, hex, sap vitality, wound

2nd level: affliction, darkshear, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, force lightning horror,

improved dark side tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: dominate mind, improved phasewalk, insanity,

siphon life

6th level: eruption, force chain lightning, scourge, wrack

7th level: force lightning cone, force project, ruin, whirlwind

8th level: death field, earthquake, maddening darkness, master

force immunity

9th level: mass hysteria

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NDM0YmY5YWEyYjlh","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

When the Nightsister fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NWMxYmZiNjE3ZjFm","flags":{},"name":"Magic of Dathomir (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

While on Dathomir, the Nightsister can use her reaction to impose disadvantage on the target of a force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDA5OTFiNGY5ZWM0","flags":{},"name":"Mask of the Wild","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

The Nightsister can hide even when she is only lightly obscured by natural phenomena.

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The Nightsister has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YmI4NmJiNTA1Zjk3","flags":{},"name":"Ichor Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"MzkzNjhiZmQ1OTRh","flags":{},"name":"Ichor Shield (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

.

The Nightsister creates an Ichor shield that surronds the nightsister and allows her to hover 5ft above the ground. The shield moves with the nightsister and makes her immune to energy, ion, and lightning damage. The shield lasts as long as the nightsister maintains concentration.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZWJmNGM4YmM4OGNl","flags":{},"name":"Ichor Lightning","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

While the Ichor shield is active the nightsister can utilize her bonus action to emit ichor lightning from her shield. Every creature of the nightsister's choice within a 30ft. raidus of the witch must make a DC 21 Dexterity saving throw, taking 24 (8d6) lightning damage and 24 (8d6) necrotic damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"OWZiMWFlZDZjMWYx","flags":{},"name":"Blood Trail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 17 (2d12+4) acid damage.

On a hit the Nightsister uses her blood to mark the target, giving the Nightsister advantage on attack rolls and allowing her to know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+4","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"NDM4NGIzNjg2Yjgy","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

.

The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MThjZDI2YzQ5YjBj","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

.

The Nightsister casts an at-will force power.

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.

The Nightsister makes one ichor blade attack.

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.

The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000}]} +{"_id":"XBZeSQ58zb2ELYlL","name":"Yuuzahn Vong Warlord","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"vonduun plate armor"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"13d8+39"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an aront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with theForce in order to use Vongsense.

","public":""},"alignment":"Chaotic Neutral","species":"","type":"humanoid (Yuuzhan Vong)","environment":"","cr":11,"powerLevel":0,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":"Energy While In Vonduun Armor"},"dr":{"value":["force"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 12","languages":{"value":[],"custom":"Yuuzhan Vong"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","token":{"flags":{},"name":"Yuuzhan Vong Warlord","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"XBZeSQ58zb2ELYlL","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":98,"max":98},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTJmNGJkODZkM2Jk","flags":{},"name":"Limited Force Immunity","type":"feat","img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","data":{"description":{"value":"

The warlord can't be a\u0000ffected or detected by force powers of 5th level or lower. It has advantage on saving throws against all other force powers and e\u0000ffects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YWJkMWRhZjYwZTA3","flags":{},"name":"Martial Advantage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","data":{"description":{"value":"

Once per turn, the warlord can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the warlord that isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MTYzOTk0MjQ2MGEw","flags":{},"name":"Transform Amphistaff","type":"feat","img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","data":{"description":{"value":"

As a bonus action, the warlord can change the form of its amphistaff\u0000.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"Mzg1ZTVhNWM1YWJh","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","data":{"description":{"value":"

The warlord adds 3 to its AC against one melee attack that would hit it. To do so, the warlord must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MzRmZjcyOTM1NDQy","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The warlord can make three melee weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NGEwMWE0YjllNDdj","flags":{},"name":"Amphistaff (Spear Form - Melee)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"ZTEzODJkYWU4OGEz","flags":{},"name":"Amphistaff (Spear Form - Ranged)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 20/60 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"OGQ0Yzg5N2EwMDNj","flags":{},"name":"Amphistaff (Staff Form - one handed)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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.

For 1 minute, the warlord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warlord. A creature can bene\u0000t from only one Leadership die at a time. This e\u0000ffect ends if the warlord is incapacitated.

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\"Those clankers have tough armor!\"

- Commander Cody, on the durability of the BX-series

ManufacturerBaktoid Combat Automata
ClassBattle droid
Degree4th degree droid
Height
1,91 meters
Weight85 kg
GenderMasculine programming
Sensor colorWhite

The BX-series droid commando, more commonly known as the commando droid, was an elite battle droid model made for stealth assignments.

Characteristics

\"Welcome to Rishi…Commander. As…you can see, the outpost is operating at…peak efficiency. Thank you for visiting…and have a…safe trip…back.\"

- A droid commando trying to imitate a clone trooper

These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter.

History

\"Well... at least they're not destroyer droids.\"

- Anakin Skywalker to Adi Gallia after being ambushed by droid commandos.

BX-series droid commandos were designed to accomplish tasks that an overwhelming force of droids could not. Captain Rex and Commander Cody both defeated droid commandos in combat on the Rishi moon, and the clone deserter, Cut Lawquane, managed to defeat a force of 20 Commando droids with only minimal assistance from Captain Rex on Saleucami, although the droids they fought were heavily damaged. They were capable of hand-to-hand combat, had greater accuracy with their E-5 carbines, and even sniper capability. However, due to their prohibitive cost, they could not be mass-produced in such a manner as to replace the Confederacy's other battle droids so they were used for special operations, boarding parties, and raids.

Battle of the Rishi Moon

\"The outpost is secure, General. We shut down the alarm and turned on the all-clear signal.\"

- A droid commando reporting the capture of the listening post to General Grievous

Around 22 BBY, Confederate General Grievous, the Supreme Commander of the Droid Armies, planned to invade the Wild Space planet of Kamino, where the Republic clone troopers were grown. In order to invade the planet unnoticed, Grievous sent several Droch-class boarding ships containing BX-series droid commandos to the moon of Rishi, where a Republic listening post, the Rishi Station was located. The clones stationed on the listening post identified the boarding ships as a meteor shower, and did not alert a nearby Republic fleet. The droids caught the deck officer, CT-327, by surprise, stunning and killing him. They then infiltrated the listening post, but were met by two clones, Droidbait and Nub, who had been sent by Sergeant CT-19-7409 to find out why CT-327 did not reply. Upon hearing fire, the remaining clones rushed to help, but were outnumbered by the commando droids. CT-19-7409 was also killed by the commandos in the ensuing firefight. However, four clone troopers were able to escape the station through a ventilation shaft. The droids then secured the post and jammed the all-clear signal.

The droid commandos, however, were not aware that a routine inspection of the station conducted by Commander CC-2224 and Captain CT-7567 was on its way. Upon arriving in the Nu-class attack shuttle Obex, the two clone officers were greeted by a commando droid dressed in a clone armor. The droid tried to convince the clone troopers to leave the listening post; however, CT-7567 saw a droid attack flare fired from the survivors. Realizing the trick, he shot the disguised droid through the head. The commando droids then launched an ambush, and after throwing grenades toward the clones and destroying shuttle, the droids believed that the two had died in the explosion. In fact, CC-2224 and CT-7567 had survived with the help of their harpoon cables. Meeting the survivors of the first droid assault below the station, the officers introduced themselves and a plot to retake the station was developed. CT-7567 used a droid commando head to cheat the droids within the station to open the door. The clones then stormed the station, eventually regaining control of the control center after killing the commandos, including the droid captain. Despite reinforcements sent by General Grievous, the clone troopers blew up the station, cutting off the all-clear signal, thus alerting the Republic fleet of the planned Confederate invasion.

Ambush on Kynachi

Jedi Nuru Kungurama and his squad, called Breakout Squad, fought three of these units on a mission on the planet Kynachi.

Battle of Ryloth

During the Battle of Ryloth, at least two droid commandos were present in the capital city of Lessu. The two attacked the ARF troopers Razor and Stak, shortly after the two troopers activated the plasma bridge and allowed Republic forces to enter the city. Even using fellow battle droids as projectiles, they eschewed the use of blasters and engaged the two troopers in hand-to-hand combat, but were soon defeated.

Senate Hostage Crisis

Later on, two of these units were used by bounty hunter Cad Bane during his capture of the Senate Building. After killing a contingent of Senate Commandos that guarded the landing area, the two BX-series droids stripped two bodies of their armor and disguised themselves as the commandos. They later escaped with Bane, Ziro and the other Bounty hunters.

They were also deployed during the Battle of Tirahnn.

Battle of Saleucami

A squad of such commando droids accompanied General Grievous when he boarded Jedi Master Eeth Koth's Venator-class Star Destroyer. The droids defeated the Jedi's clone trooper guards but were destroyed by Koth. Later, during a rescue attempt conducted by the Jedi to rescue Master Koth, Jedi General Obi-Wan Kenobi's light cruiser was boarded and its crew was assaulted by BX-series droids. Anakin Skywalker and Adi Gallia found a squad of commando droids, commanded by TV-94, guarding Koth when they boarded Grievous's flagship. Skywalker and Gallia destroyed all of the droids and rescued Koth.

Later during the Battle of Saleucami, Grievous's forces were forced to crash land onto the planet Saleucami where a pair of commando droids serving as a sniper unit were operational. The droid spotter observed the arrival of Clone Captain Rex whereupon the sniper took a shot that wounded the target. However, the sniper pair was tracked down and killed by Rex's comrades. While Rex recuperated at Cut Lawquane's farm, another squad of heavily damaged BX-series droids were in an escape pod that crashed into the fields of the farm, and were accidentally reactivated by Cut's adopted children Shaeeah and Jek. The droids attacked the farm and despite their heavy damage were able to pin down and nearly overwhelm its defenders. After a hard fought battle and close call they were destroyed by Lawquane and Rex.

Citadel Escape

In the Confederacy prison the Citadel, Warden Osi Sobeck had a team of these commandos painted with a special yellow color scheme. One of these droids was seen torturing Jedi Master Even Piell for information on the Nexus Route with an electrostaff, while an interrogation droid questioned Piell. Many of them carried hand-held energy shields. One of them was responsible for the apparent death of ARC Trooper Echo. A droid commando captain was also forced to destroy one of his own droids after the Citadel warden Osi Sobeck ordered him to do so for displeasing him.

Reinforcements on Felucia

A reinforcement battalion was sent to strengthen the position on a Separatist outpost to prevent Republic victory deep in Confederate territory of Felucia. Commando droids were present in this group, and shortly after the deployment of the reinforcments, the outpost commanded by TZ-33 came under fire by Republic AT-TEs. TZ-33 then ordered all units to form up for a counterattack, thereby lowering the outpost gate; this order proved to be the outpost's downfall as the Republic clones of Wolfpack—led by Anakin Skywalker, Plo Koon, Ahsoka Tano, Rex, and Wolffe—then attacked the droid outpost, destroying all the droids, including the commando droids. Although the Separatists did not win, Tano was captured by a Trandoshan sport hunter by the name of Lo-Taren.

Skirmish on Naboo

Just before the Skirmish on Naboo, commando droids were deployed by Minister Rish Loo on Naboo after Anakin Skywalker, Padmé Amidala and Boss Lyonie confronted him after discovering that Rish Loo was a traitor. In the fight that followed, all of the commando droids were destroyed by the Jedi and Amidala, while Loo stabbed Lyonie and fled the underwater city where the fight took place.

Battle of Kiros

Several droid commandos were present during the Separatist occupation of the planet Kiros. When the Galactic Republic came to liberate Kiros, a group of droid commandos on speeders ambushed a clone party led by Jedi Master Obi-Wan Kenobi, Anakin Skywalker and Padawan Ahsoka Tano. While the clones took some casualties, all the commandos were ultimately destroyed. Two units were also guarding the Separatist commander in-charge of the occupation, Darts D'Nar. However, they were also destroyed when Kenobi arrived.

Battle of Dathomir

Around 21 BBY, Count Dooku ordered General Grievous to eliminate Asajj Ventress, together with the Nightsisters of Dathomir. Grievous began his invasion of Dathomir, where he deployed several BX-series battle droids, together with B1 and B2 super battle droids, AATs, one Defoliator tank and other forces. One of the BX-series droids used a rocket launcher to destroy the wall of the cave, in which Talzin and Old Daka tried to kill Dooku via Nightsister magic. Grievous managed to eliminate Old Daka and a Nightsister, while Talzin disappeared. The BX-series droid emptied the cauldron, and Dooku survived.

Battle of Onderon

A number of BX-series droid commandos were present on the planet Onderon where they served under the super tactical droid Kalani, who was dispatched to defeat a local rebellion brought against the Confederacy. These droid commandos were among the forces battling the Onderonian rebels, where they were ultimately defeated due to the armaments and training the rebels had received from the Republic. When the Royal Onderon Militia abandoned King Sanjay Rash to fight for the rebels, BX-series droid commandos replaced them as his bodyguards.

Ringo Vinda

BX-series droid commando with the markings of captains served at the Battle of Ringo Vinda fighting the 501st Legion, taking several casualties during the fighting. Later, Clone trooper Tup had to be taken on a Maxillipede shuttle. More BX-series droid commandos guarded Tup until Anakin Skywalker, CT-5555, and CT-7567 infiltrated Kraken's Maxillipede shuttle and killed all of the droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Once per turn, the commando droid can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

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The supercommando droid makes two weapon attacks.

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Ranged Weapon Attack +7, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

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The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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On each of its turns, the Nightsister can use a bonus action to take the Dash, Disengage, or Hide action.

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The Nightsister is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 36 force points).

The Nightsister

knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, hex, sap vitality,

wound

2nd level: affliction, darkshear, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, horror, improved dark side

tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: dominate mind, improved phasewalk, insanity,

siphon life

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NThjMDg5NWE1YTMz","flags":{},"name":"Energy Bow","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"YmUyMzc2OWZjY2Ux","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

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On it's turn, the flesh raider berserker can enter a rage as a bonus action in combat. The rage lasts for 1 minute and can be used once per day, gaining the following abilities: - +2 damage on all melee attacks. - Resistance to kinetic damage.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"OTkyOTU4NzZmODNl","flags":{},"name":"Feasting Bite (1/long rest)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/005_-_Flesh_Raider_Berserker/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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\"The IT-O's greatest tool is its reputation. Tell the suspect you have one, and show it waiting in the wings. This alone will often elicit a confession.\"

- Grand Inquisitor Torbin

Manufacturer
  • Imperial Department of Military Research
  • Imperial Security Bureau
ClassInterrogator droid (aka Torture droid)
Width0,3 meters
Mass10 kg
Sensor colorRed
Plating colorBlack

The IT-O was an interrogation droid designed by Imperial Security Bureau and employed by the Galactic Empire. Use of the IT-O was carefully controlled by ISB, though some models found their way into the hands of senior Moffs, military intelligence and even CompForce. They were also employed by Imperial Inquisitors and Stormtrooper garrison commanders.

Characteristics

\"I've heard whispers about these droids — torture devices invented by twisted Imperial minds. It is said that they can deliver unimaginable pain. Pain so intense that it has never been experienced before — worse than pain from any disease or wound known in the universe.\"

- Princess Leia Organa, prior to her first encounter with an IT-O Interrogator

It was a hovering droid similar in appearance to a remote, perhaps a third of a meter in diameter, with various attachments, deliberately frightening in appearance, used in torture. The droid was generally successful in getting information from prisoners using elaborate and scientific torture methods. First, it would inject the prisoner with a mentally disabling chemical that would decrease the pain threshold, while also forcing the subject to remain conscious. IT-O would do a read on the body, detecting the most sensitive areas like the genitals, joints, neck and many other less obvious body parts. Occasionally, the prisoner's vision may be obscured. A single torture session would usually last well over an hour. The droid had onboard systems to record the entire process, in case any information was lost in the screams of the prisoner. Its reputation was so feared that many prisoners began reciting their sins as soon as they saw an IT-O floating into their cell.

The IT-O's injection reservoirs could be filled with the latest drugs engineered by Imperial experts, such as Bavo Six and OV600. The droid could perform interrogation by itself or in conjunction with living questioners. It was designed with an emotionless personality to ask questions in flat monotone. When working with a living assistant the IT-O would often say nothing at all, thus making the prisoner fear and hate the droid, while viewing the living interrogator as a source of potential mercy.

Many Imperial Officers realized that the droid's fearsome reputation was so great that they would make good guard droids and so posted them at access points to sensitive areas of their bases and starships. This worked for all but the most determined opponent, as the droid would often cause the infiltrator to panic and run, usually straight into the arms of a stormtrooper.

History

\"And now, your highness, we will discuss the location of your hidden Rebel base.\"

- Darth Vader

One such droid was used by Darth Vader in his interrogation of Princess Leia Organa in 0 BBY. When Leia Organa underwent her mind probe, she was injected with a powerful mind-altering hallucinogen that made her very susceptible to suggestion. With mere words from Darth Vader, Leia imagined herself in unbearable pain, though she was not undergoing any physical harm whatsoever. Her uncanny fortitude prevented her from divulging any Alliance secrets during this torment. IT-O models also did guard duty within Detention Block AA-23, with Luke Skywalker encountering such a model while trying to rescue Leia.

IT-O models, along with Remotes and Arakyd Viper probe droids, were used heavily as guard droids in Moff Rebus's underground sewer lair, as well as the Imperial Detention Facility on Orinackra, the ISO Building on Imperial Center, the Executor, and the Arc Hammer.

Eventually, the IT-O model would be succeeded by the IT-3 Interrogator.

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The IT-O Unit doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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Ranged Weapon Attack +3, Range 15/60 ft., One target. Hit : 1 (1) kinetic damage plus 7 (2d6) poison damage.

On a hit, the target must succeed on a Con. saving throw (DC 12) or become stunned for one round.

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Average height1,2 ft
Average length1,5 ft
Average wingspan4,5 ft
Skin colorPinkish grey
Hair colorWhite and grey
Eye color
  • Green
  • Blue
  • Yellow
HomeworldNaboo

The Twirrl was a carnivorous, mammalian falconid species, native to Naboo.

The Twirrl preyed upon plain-dwelling avians, small rodents, and Naboo's four-legged waterfowl. It could also handle prey surpassing its own size by 10 percent. Their diet was supplemented by berries. Keen eyesight, precision flying, and extraordinary diving speed made them favorites for sporting and hunting parties. Twirrls were trained and used by Nabooian aristocracy for a recreational activity known as twirrling. It was known by experienced hunters not to keep Greysors and Twirrls together, even if both were domesticated.

Males staked out territories in the spring and mated with any willing females that passed through. They emitted shrill territorial and mating calls. Females gave birth once or twice a year and served as sole caretakers of the young. Typical litters were three to four young, with maturity occurring at approximately four months.

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If the twirrl is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 2 (1d4) damage to the target.

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The twirrl has advantage on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When the Jedi Master uses his action to cast a force power, he can make a greatsaber attack as a bonus action.

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The Jedi Master is a 14th level forcecaster it's forcecasting ability is Wisdom (force save DC 18, +10 to hit with force attacks, 56 force points). The Jedi Master

knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect,

shock, sonic charge, turbulance

1st level: force propel, phase strike, slow descent, tremor

2nd level: animate weapon, force throw, phase walk, rescue,

stun

3rd level: convulsion, force lightning, knight speed, sever

force, telekinetic storm

4th level: disable droid

5th level: mass animation, telekinesis,

6th level: eruption, force chain lightning, telekinetic burst

7th level: whirlwind

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When the Jedi Master fails a saving throw, he can choose to succeed instead.

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The Jedi Master can survive for one hour within the vacuum of space.

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Once per turn when the Jedi Knight rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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The Jedi can communicate telepathically with creatures within 30 feet of you. The Jedi must share a language with the target in order to communicate in this way.

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While wearing no armor and not wielding a shield, the Jedi Master adds his Wisdom modifier to AC.

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When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

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When the Jedi Master makes three greatsaber attacks or casts a force power and makes a greatsaber attack.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 12 (2d6+5) energy damage plus 9 (2d8) energy damage

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.

The Jedi Master emits bolts of yellow lightning from his finger tips in a 30 foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 48 (16d6) lightning damage on a failed save, or half as much on a successful one. On a fail the creature will be stunned into the end of the Jedi Master's next turn.

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.

The Jedi Master can move up to his speed without provoking opportunity attacks.

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.

The Jedi Master can cast an at-will force power

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The Jedi Master makes one greatsaber attack.

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The Jedi Master can cast a force power by spending a number of legendary actions equal to the power level.

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Riots were a form of civil disorder characterized by mass vandalism, violence, or other crime. They generally occurred as a culmination of some sort of popular grievance or dissent, usually dealing with poor living conditions, oppression, taxation, conflicts between species, races or religions, et cetera.

Such law enforcement organizations as the Coruscant Security Force, Coruscant Guard, Scout Soldiers, or the Corporate Sector Authority's Security Police were used to suppress rioters. They used a variety of non-lethal weapons and equipment, including the energy baton, the R-88 Suppressor riot rifle, the Taser stave, the Strikebreaker Riot Control Vehicle, and rolo-droids.

Historical riots

Old Republic era

  • Rampant unemployment as a result of the Mandalorian Wars caused angry citizens to begin rioting all over Taris, setting entire sections of skyline on fire.
  • When the Republic attempted to quarantine Rori because of a Brainworm Rot outbreak, rioters razed the hospital and detainment center at Narmlé.
  • Political animosity between General Vaklu and Queen Talia supporters on Onderon led to the outbreak of many riots.
  • Several Coruscant riots during the Great Galactic War and Cold War:
    • Coruscant riots (3680 BBY)
    • Coruscant riots (3661 BBY)
    • Coruscant riots (3653 BBY)

Rise of the Empire era

  • Months of riots on Kabal that resulted in the deaths of four Jedi were caused by a food shortage.
  • On Oovo IV, Jango Fett and Zam Wesell attempted to retrieve Bendix Fust in the midst of a prisoner riot.
  • The Prospector's Riot occurred when estranged buyers attacked the crew of the Lucky Despot for faulty M-HYD droids.
  • The Tertiary Ingo Riots occurred on the harsh world of Ingo, presumably as a result of adverse conditions on the planet.
  • Enslaved Yuzzem on Ragna III were known to riot frequently against their Imperial subjugators.

Rebellion era

  • Moff Jander Graffe instigated alien riots in the Darpa sector in order to provide cover for a new \"security tax.\"
  • A series of gang-rivalry riots broke out on Lenthalis shortly before the Battle of Hoth.
  • Following the Rebel Alliance's victory at the Battle of Endor and the death of Emperor Palpatine and Darth Vader, riots and uprisings took place on a multitude of Imperial-held worlds, as the news spread across the galaxy.

New Republic era

  • Drend Navett committed several acts of sabotage and instigated riots on several planets, among them a riot on Dordolum.
  • During the Caamas Document Crisis, Bothawui was the subject of many anti-Bothan riots.[4]
  • Human League marches characteristically turned into riots.
  • The Loronar Corporation had a reputation of corruption, including initiating riots on Ampliquen.
  • The First Corellian Insurrection was marked by a number of riots.

Legacy era

The internment of Corellians on Coruscant spurned a number of riots during the Second Galactic Civil War.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

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The swarm makes two improvised weapons attacks.

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 13 (3d6+3) kinetic damage plus 10 (3d6) fire damage

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Melee Weapon Attack +3, Reach 20/60 ft., One target. Hit : 10 (3d6) kinetic damage plus 10 (3d6) fire damage

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 8 (2d6+1) kinetic damage plus 7 (2d6) fire damage

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\"It looks like some kind of primate. A veermok, or close to it. But they're native to Naboo, what's it doing here?\"

- Milo Graf

DesignationNon-sentient
ClassificationPrimate
Subspecies
  • Eriadu veermok
  • Woolly veermok
Average heightAbout twice the size of a human
Skin colorGray
Hair color
  • Dark brown
  • Dark gray
  • Black
Eye colorYellow
Distinctions
  • Jagged white claws
  • Sharp yellow teeth
  • Powerful forearms
Homeworld
Naboo
Habitat
  • Swamps
  • Woodland

Veermoks were a ferocious species of clawed and fanged primates native to the planet of Naboo. A distinct subspecies lived on Eriadu, in the Outer Rim Territories.

Biology and appearance

Veermoks were a non-sentient species of carnivorous primates that possessed a broad upper torso, long and powerful arms, but comparatively thin hind limbs. They had three-fingered paws tipped in jagged white claws, and a dog-like muzzle containing razor-sharp teeth. Their back and arms were covered in dark brown, woolly fur, but their lower anatomy was hairless. A single specimen had the strength of ten humans.

Behavior

\"Are they aggressive?\"

\"Very.\"

- Lina and Milo Graf

Living in swamps and moist woodlands, veermoks were arboreal creatures. They were also solitary creatures, spending a majority of their lives without others of their kind, and highly aggressive.

History

Veermoks evolved on Naboo, a bountiful planet situated in the Mid Rim region of the galaxy.

Veermoks in the galaxy

A very distinct subspecies lived on Eriadu, a world of the Outer Rim Territories that was practically galactic neighbors with Naboo. That subspecies differred from the more ordinary veermok both in appearance and social behavior.

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ClassificationParasite
Average lengthApproximately 0,5 meters
Skin colorGreenish yellow
Homeworld

Geonosis

Brain worms were a species of parasitic worm from the planet Geonosis which were capable of entering the body of a host and taking control of it. During the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems, the Geonosian Queen Karina the Great used brain worms to control a host of undead Geonosians. After Republic forces defeated Karina and her minions, a brain worm managed to infect the clone trooper Scythe and used him to infect a number of other clones and the Jedi Padawan Barriss Offee onboard the Republic medical frigate TB-73. Jedi Padawan Ahsoka Tano was able to prevent the infection from spreading further by using extremely low temperatures to combat the worms, saving Offee and most of the troopers.

History

During the Second Battle of Geonosis, Queen Karina the Great used the worms within her dead minions in the Progate Temple to endlessly pursue the search party sent by the Republic to find Jedi Master Luminara Unduli. The search party was led by Anakin Skywalker and Obi-Wan Kenobi. Queen Karina intended to use them to control the Jedi, but didn't succeed in inserting them.

After the battle, a surviving worm hatched and crawled into one of the clone troopers of the Tango Company resting outside the Progate Temple. As the company headed to the medical frigate TB-73 going to the Ord Cestus medical station, the infected clone brought more eggs in his backpack and eventually infected the entire clone crew. The clones took control of the ship, attacking its other members, and proceeded to infect Barriss Offee. Ahsoka Tano ruptured the ship's coolant system, weakening the worms. Subsequently, Ahsoka and the infected Barriss dueled, but the cold finally got to the worm in Barriss, and Ahsoka killed it as it was crawling out. Barriss and all clone troopers aboard the ship besides Trap, the pilots, and two other clones were saved. Trap and the other two clones were killed by Barriss and Ahsoka in self-defense, and the pilots were killed by infected clone troopers Ox and Edge.

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The brain worm can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank force power.

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The brain worm makes one enter orifice attack and uses consume mind.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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The brain worm targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

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The brain worm initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the brain worm burrows into the target's brain and takes control of the target's body. While inside a creature, the brain worm has total cover against attacks and other effects originating outside its host. The brain worm retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Geonosian, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including force powers, tech powers, and languages. If the host body takes 20 points of cold damage in a single round, the brain worm must make a DC 15 Constitution saving throw using its own Constitution score, not the host's. On a failure, the brain worm leaves the body, slithering out to a space within 5 feetof the host. After exiting the host, it is paralyzed until the start of its next turn. If the host body dies, the brain worm must leave it. The brain worm is also forced out if the target regains its devoured brain by means of a master heal force power. By spending 5 feet of its movement, the brain worm can voluntarily leave the body, slithering out to the nearest unoccupied space within 5 feet of it.

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Once per turn when the Sith Warrior rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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While the Sith Warrior is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

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The Sith Warrior's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Sith Warrior is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith Warrior knows the following force powers:

At-will: saber reflect, shock, force push/pull, force disarm,

lightning charge

1st level: battle precognition, phase strike, hex

2nd level: dark shear, animate weapon, darkness, phase walk

3rd level: dark aura, knight speed, sever force, choke

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When the Sith Warrior uses his action to cast a force power, it can make one greatsaber attack as well.

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Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

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When the Sith Warrior makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage plus 7 (2d6) energy damage

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Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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Sith Blade Dancer can cast an at-will force power.

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.

Sith Blade Dancer makes one Doublesaber attack.

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\"There's always a bigger fish.\"

- Qui-Gon Jinn

DesignationNon-sentient
ClassificationMammalian
Average length160-200 meters
Average mass54.000 tons
Average lifespan100 years
Skin color

Tan

Eye ColorYellow
Distinctions
  • Sharp teeth
  • Nostril
  • Long body
Homeworld
Naboo
Habitat
Oceans and lakes
Diet

Carnivorous

Sando aqua monsters were enormous, muscular predators that could be found in the oceans and lakes of Naboo. Although they could grow up to 200 meters, they were rarely seen. Thanks to their sharp teeth, they were capable of biting through the strong armor of the opee sea killers.

Biology and appearance

Measuring between 160 and 200 meters in length, the sando aqua monsters owed their name to their gigantic size. Despite that, they managed to hide in their native oceanic depths. Sandos had heavily muscled bodies that looked almost feline, with strong limbs ending in finned claws that propelled them through the depths.

Their huge mouths allowed them to swallow most other creatures of the Abyss in a single gulp. Using their razor-sharp teeth, they were also the only predators capable of biting through the hard shells of the opee sea killers.

Their life-spans typically reached one hundred standard years.

Behavior

The sando aqua monsters were carnivores. In order to maintain their gigantic bodies, those voracious creatures needed to feed constantly, and they often devoured entire schools of fish.

History

The sando aqua monsters hailed from Naboo, a Mid Rim planet whose core comprised a network of underwater tunnels. Although the Gungans, the sentient amphibians native to Naboo, rarely encountered living specimens, there were reports of washed-up sando corpses on beaches. For most inhabitants of Naboo, the sando aqua monster was more of a terrifying myth than a reality.

In 32 BBY, a sando aqua monster attacked and killed an opee sea killer and a colo claw fish that were chasing a Gungan sub.

At some point during the reign of Queen Padmé Amidala, two poachers captured a baby sando aqua monster and hid it in the royal boathouse, prompting its mother to lay siege to the building. The Queen herself intervened, setting the young creature free so it could swim away with its genitrix.

Sando aqua monsters in the galaxy

Sabine Wren painted a stylized sando aqua monster on the Phantom's hull.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":25,"powerLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"grg","di":{"value":["cold","lightning"],"custom":"Ion, Kinetic, And Energy From Unenhanced Weapon Attacks"},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["frightened","paralyzed","restrained"],"custom":""},"senses":"blindsight (while submerged) 120 ft., darkvision 120 ft., passive Perception 22","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":10,"passive":20,"prof":0,"total":10},"dec":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":22,"prof":8,"total":12},"itm":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":22,"prof":8,"total":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":22,"prof":8,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0.5,"ability":"dex","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","token":{"flags":{},"name":"Sando Aqua Monster","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/token.webp","tint":null,"width":4,"height":4,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":20,"brightSight":20,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"YfzNNGi2o4aHWL4A","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":546,"max":546},"bar2":{"value":23,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NGQ5ZTA1YjljMmQ3","flags":{},"name":"Amphibious","type":"feat","img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","data":{"description":{"value":"

The monster can breathe air and water.

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The monster ignores difficult terrain, and effects can't reduce its speed. It can spend 5 feet of movement to escape from being grappled.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YTI4MjkxNTRhNDEz","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","data":{"description":{"value":"

If the monster fails a saving throw, it can choose to succeed instead

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZmYxNzU0ZTQ4YTc4","flags":{},"name":"Gargantan Strength","type":"feat","img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","data":{"description":{"value":"

The monster's weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZjUyMDEzOGQ2NjFl","flags":{},"name":"Siege Monster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","data":{"description":{"value":"

The monster does double damage on objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MWQ2NmM1YjRjMjkx","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The monster uses its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can use its Swallow instead of its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NTk1OGY4YmUzYzUx","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 21 (2d10+10) kinetic damage.

If the target is a creature it is grappled (escape DC 20). Until the grapple ends, the target is restrained, and the monster can't bite another target.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 17 (2d6+10) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"MGIxOWRhZGM5ZDJk","flags":{},"name":"Tail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 19 (2d8+10) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"ODAwMTQ4MjhmMWFh","flags":{},"name":"Frightful Presence","type":"feat","img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","data":{"description":{"value":"

.

Each creature of the monster's choice within 120 feet of the monster and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effects ends for it, the creature is immune to the monster's Frightful Presence for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"MzMzOWJlZWRjM2Fh","flags":{},"name":"Water Torrent (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","data":{"description":{"value":"

.

The monster exhales a torrent of water in a 120 foot cone. Each creature in the area must make a DC 24 Dexterity saving throw, taking 42 (12d6) kinetic damage and 42 (12d6) cold damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"NDViZjYzZDU1NTEw","flags":{},"name":"Swallow","type":"feat","img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","data":{"description":{"value":"

.

The monster makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the monster, and it takes 42 (12d6) acid damage at the start of each of the monster's turns. If the monster takes 50 damage or more on a single turn from a creature inside it, the monster must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"YjMyY2U3OGYxMjM4","flags":{},"name":"Detect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","data":{"description":{"value":"

.

The monster makes a Wisdom (Perception) check.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 19 (2d8+10) kinetic damage.

The monster makes a tail attack.

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.

A creature must make a DC 21 Dexterity saving throw the first time on a turn that it enters the whirlpool or that the whirlpool enters its space, including when the whirlpool first appears. A creature takes 6d8 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 21 Strength saving throw or become restrained in the whirlpool until the power ends. When a creature starts its turn restrained by the whirlpool, the creature is pulled 5 feet deeper inside it, unless the creature is at the bottom. A restrained creature moves with the whirlpool and is submerged when the effect ends, unless the creature has some means to stay afloat. A restrained creature can use an action to make a DC 21 Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlpool and is hurled 3d6x10 feet away from it in a random direction. The whirlpool ends at the beginning of the monster's turn unless the monster used the Whirlpool legendary action to maintain the whirlpool. The monster creates a whirlpool in the water at a point within 30 feet that it can see. The whirlwind is a 10-foot-radius, 30-foot-deep cylinder centered on that point. On subsequent turns, the monster can use the Whirlpool legendary action to maintain and move the whirlpool up to 30 feet in any direction along the surface of the water. The whirlpool sucks up any medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000}]} +{"_id":"YoIKuH06yJ1SX7ri","name":"Hutt Wrestler","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"11","min":0,"formula":"natural armor"},"hp":{"value":126,"min":0,"max":126,"temp":0,"tempmax":0,"formula":"12d10+60"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"","speed":{"value":"20 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":126,"min":0,"max":126},"bar2":{"value":11,"min":0,"max":0}},"details":{"biography":{"value":"

\"You can't take Her Royal Highness there! The Hutts are gangsters...\"

- Quarsh Panaka

DesignationSentient
Skin color

Black, blue, brown, gold, green, mottled brown, purple, tan, white (genetic defect), yellow

Eye colorBlue, gray, green, orange, turquoise, violet, yellow
Distinctions
  • 3 lungs
  • Slug-like
HomeworldNal Hutta
Language

Huttese

Hutts were a large slug-like sentient species who were native to the planet Nal Hutta. They were well known as galactic gangsters whose Grand Hutt Council controlled the Hutt Clan crime syndicate. One famous Hutt was the crime lord Jabba, who ruled a massive criminal empire from his palace on Tatooine.

Biology and appearance

Hutts were a massive slug-like species who had large mouths and stubby arms. They had three lungs. They were tough and muscular with thick leathery skin, which was wrinkled and slimy. Hutts often had watery eyes and slack facial expressions. Their tails were supported by a skeletal spine. Despite their legendary adult size, Hutts started out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries—Jabba was 604 when he was killed—and could grow to enormous sizes.

Hutts were not known for being healthy. Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

History

Pre–Clone Wars

For centuries, the Hutts dominated much of the organized criminal activities in the galaxy. They dominated the Twi'leks of Ryloth and the Nikto species for several centuries.

Clone Wars

During the Clone Wars, the Galactic Republic forged a tacit alliance with the crime lord Jabba Desilijic Tiure after the Jedi Anakin Skywalker and his Padawan Ahsoka Tano rescued his son Rotta. The Republic Senator Padmé Amidala also foiled a plot by Jabba's uncle Ziro to overthrow his nephew with the collusion of the Confederacy of Independent Systems.

Age of the Empire

The Hutts also had extensive dealings with the Galactic Empire and helped run several black-site prisons. During the Age of the Empire, the Hutts and other organized criminal groups exercised a powerful grip on the galaxy. Following the liberation of Akiva, the New Republic took steps to curtail the influence of the Hutts and other organized groups by introducing financial regulations and undertaking comprehensive patrols of the galactic shipping lanes. Still, the Hutts were able to exercise some influence over the Nikto species and their government.

Post–Galactic Civil War

\"The Hutts are in disarray.\"

- Rynscar

During the New Republic era, the Hutts lost much of their former power over the galactic underworld and were supplanted by Nikto crime cartels like Rinnrivin Di's cartel. The Hutts were disliked by both the Populists and the Centrists, the two main factions in the New Republic's Galactic Senate. Several Nikto like Rinnrivin admired Leia Organa for her role in killing Jabba and christened her \"Huttslayer.\"

Culture

Most Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.

Classical architectural Hutt style could be seen on the planet Mataou. It was characterized by terraced buildings with sloping gates, and white and red colors. Clothing was optional for Hutts, and some would use live Sha'rellian toops as hairpieces. Hutts liked to eat gorgs, slime pods and Klatooine paddy frogs, and were known to smoke hookah pipes. The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

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The Hutt adds his Strength modifier instead of its Charisma modifier on Intimidation checks.

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When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

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.

The Hutt makes two slam attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage.

The target must succeed on a Dexterity saving throw (DC 16) or become grappled.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is knocked prone.

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.

The Hutt can crush an opponent grappled by the Hutt. A grappled creature must make a Strength saving throw (DC 16). On a failure, the creature takes 14 (2d8 + 5) kinetic damage and becomes restrained. A creature who is restrained by the Hutt has disadvantage on this saving throw.

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.

Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

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Hutt Crime Lord can cast an innate tech power.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage.

Hutt Crime Lord makes one hold-out blaster attack.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

Hutt Crime Lord makes one tail attack.

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\"He could tear the horns off a reek with his bare hands.\"

- Han Solo on Grakkus Jahibakti Tingi

DesignationNon-sentient
Subspecies
  • Iridonian reek
  • Ithorian reek
  • Kashyyykian reek
Skin color

Mainly grey, with a secondary color decided by diet

Distinctions
  • One center horn
  • Two side horns
Homeworld
  • Ylesia
  • Codian Moon
HabitatGrassland
Diet
  • Herbivore
  • Omnivore (trained)

The reek was a large thick-skinned, horned, rhino-esque quadruped, native to Ylesia. Subspecies could be found on Iridonia, Kashyyyk and Ithor. They could also be found in ranches on the Codian Moon, Tatooine, and Saleucami.

Biology and appearance

Reeks were even-toed ungulates, herbivores by nature, but they were often fed meat for exhibition sport and executions. This turned their leathery skin crimson and made the reeks much more aggressive. Reeks were unable to survive on only meat, so they were given just enough plant matter to keep them healthy. This method was used by the Geonosians for their Execution Arena reeks. One in particular was about to execute Jedi Anakin Skywalker, but was briefly tamed by the Jedi with the help of the Force and was shot to death by Jango Fett. Yet another reek was tamed for General Grievous to ride on after his ship was shot down and crashed on the planet Saleucami.

All reeks, including subspecies, were normally brown in color and only changed depending on their diet.

Reeks were usually found in herds and resided in the mossy grasslands of Ylesia. They were very protective of their herds, fighting violently with intruders using their horns.

Subspecies

Reek were commonly exported to other worlds, causing them to adapt and become subspecies.

Iridonian reek

Another subspecies was the Iridonian reek. Reeks attracted the attention of the Zabrak when they developed interstellar travel. They saw reeks as excellent candidates for war mounts. Soon after, they were exported to Iridonia to be bred. Instead of giving them a meat diet, the Iridonian reeks were given a natural diet consisting of plant matter to keep them fierce and strong with natural vigor, and also turned a reek's skin gray. Adapted to Iridonia, their skin could resist sharp and blunt weapon attacks during battle. The Iridonian reek's horns were much sharper and longer than other reeks and were also decorated with tattoos similar to the tattoos a Zabrak was adorned with. Iridonian reeks were encouraged to fight for mates, making them less likely to buck or bolt in battle.

As the Zabrak advanced, the use of reeks in war declined. However, riding war mounts was still taught in most Iridonian military schools.

Ithorian reek

One subspecies, the Ithorian reek, was exported to Ithor. Their yellow skin color was attributed to their diet consisting of yellow flora and bafforr trees. They were used as plow animals by the Ithorians and were larger and stronger than those found on Ylesia. Their horns were also smaller because of the lack of hostility between reeks. Males and females were separated to reduce competition and to isolate mating periods.

The Ithorian reeks were wiped out during the Yuuzhan Vong War.

Kashyyykian reek

A highly uncommon subspecies was the Kashyyykian reek, also known as a ryyk to the Wookiees. The reeks on Kashyyyk died off as a majority due to the climate change and the predators, however, a select few did survive and then learned to thrive. The adaptations required to do so made the Kashyyykian reeks a much larger size than their cousins. Their horns became narrower, but longer and stronger, and there were one or two examples of the development of poisons beginning to be secreted at the tips.

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If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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\"We got a couple unruly rontos that could use a steady hand. Can you handle that?\"

- Cobb Vanth, to Malakili

DesignationNon-sentient
ClassificationSaurian
Average height4-6 meters
Average mass1.675 kilograms
Skin color
  • Brown
  • Dark Brown
Homeworld

Tatooine

HabitatDesert
Diet

Herbivore

Rontos were four-legged saurian herbivores native to the desert world of Tatooine. Skittish yet gentle and strong, they were the favored pack animals and mounts of the indigenous Jawas.

Biology and appearance

A ronto was a huge saurian of imposing size and appearance. Standing on four legs, rontos had small eyes, pointed ears, and beak-like mouths.

Although well-suited to desert environments such as their indigenous homeworld of Tatooine, rontos required a great deal of water to survive. They shed heat through their skin, and the flap-like folds framing their faces, which they extended to cover their eyes during sandstorms.

Behavior

Although possessing an imposing size and appearance, rontos were skittish and easily startled. Easily domesticated, rontos were utilized by the Jawas as beasts of burden to haul cargo to and from trading posts, as well as mounts. These animals were loyal to their masters, and were both gentle and strong.

Rontos in the galaxy

\"If you can help us with the rontos, maybe the Hutt, you've got a place at Freetown. How's that sound, friend?\"

- Cobb Vanth, to Malakili

Rontos were popular among the Jawas of Tatooine, and became the favored pack animal of the species, which domesticated them as mounts and beasts of burden to carry cargo between trading posts. These rontos were seen making routine journeys to and from the desert planet's settlements, swaying under the weight of cargo or Jawa passengers. Rontos were seen in Mos Espa and were a common sight in Mos Eisley, where many were ridden by the spaceport's citizens. On one occasion during Luke Skywalker and Obi-Wan Kenobi's trip to the city, a reckless rider startled a ronto into rearing up and unseating his Jawa passengers, leaving one dangling from the reigns.

Grakkus the Hutt kept a menagerie of beasts in his palace on Nar Shaddaa, holding a ronto among his caged creatures at the time of Luke Skywalker's encounter with the crime lord during the Galactic Civil War.

During the early months of the New Republic, Cobb Vanth and Issa-Or owned two unruly rontos which required the steady hand of a beastmaster, and offered the job to Malakili after saving the former rancor tamer from the Red Key Raiders. Malakili accepted in exchange for payment and a homestead in Freetown.

During the war between the First Order and the Resistance, ronto meat was used to make ronto wraps and Ronto Morning Wraps, a dish served at Ronto Roasters in Black Spire Outpost on the planet Batuu.

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If the Ronto moves at least 20 feet straight toward a creature and then hits it with a Ram attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Ronto can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +8, Reach 5 ft., One prone creature. Hit : 22 (3d10+6) kinetic damage.

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Clone trooper medics were clone troopers who were equipped to diagnose and treat wounded soldiers.

Clone trooper medics were specifically bred to treat their fellow clones who were injured. On Kamino, these clones were given specialized equipment and the Kaminoans instructed them on how to medically treat the clone body.

In the field, clone trooper medics wore standard armor with orange markings, notably orange circles on the shoulder armor and an orange stripe on the helmet. Clone trooper medics carried DC-15S blaster rifles and spare ammunition like other clones, as well as medical equipment. They usually carried two vibroscalpels, one laser scalpel, and two laser cauterizers. They also had a backpack that contained numerous bandages and bacta products. The medics would often be accompanied by an FX-3 medical droid to assist in diagnosing and treating injuries.

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The Field Medic is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks).

The Field Medic has 7 tech

points and knows the following powers:

At will: temporary boost, electroshock, assess the situation

1st level: expeditious retreat, kolto pack, flash

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} +{"_id":"ZVBAxTX382iaL4aO","name":"Flesh Raider Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":""},"hp":{"value":32,"min":0,"max":32,"temp":0,"tempmax":0,"formula":"4d12+8"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"cha","speed":{"value":"30 ft","special":""},"prof":2,"powerdc":11,"powerLevel":0,"bar1":{"value":32,"min":0,"max":32},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

","public":""},"alignment":"Unaligned","species":"","type":"aberration","environment":"","cr":2,"powerLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 17","languages":{"value":[],"custom":"Rakata, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","token":{"flags":{},"name":"Flesh Raider Apprentice","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ZVBAxTX382iaL4aO","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":32,"max":32},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDg3YzJiZmYyYTQ1","flags":{},"name":"Forcecasting.","type":"feat","img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","data":{"description":{"value":"

The Flesh Raider Apprentice is a 4th-level

forcecaster. Its forcecasting ability is Charisma (Power

save DC 12, +3 to hit with force attacks) and it has 13

force points. The Flesh Raider Apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward.

1st-level: curse, sap vitality.

2nd-level: drain vitality, force camouflage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YzUzMzM4ZDZlMmRk","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Flesh Raider Apprentice makes 2 Lightsaber Strikes.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDU1ZWZiYmY3ZmFk","flags":{},"name":"Lightsaber Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"ZDA4MTdmOTQwODkz","flags":{},"name":"Feasting Bite (1/long rest)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"AvNwcSXPBxs4patI","flags":{},"name":"Curse","type":"power","img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":10,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":140000},{"_id":"PpbCISJyiAqSrwx7","flags":{},"name":"Drain Vitality","type":"power","img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","data":{"description":{"value":"

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000},{"_id":"vwY8jOcWRSmut2Ee","flags":{},"name":"Force Camoflage","type":"power","img":"icons/svg/mystery-man.svg","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000},{"_id":"VfFmMyxEPcCocgCM","flags":{},"name":"Sap Vitality","type":"power","img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000}]} +{"_id":"ZlDF1axLzNckxec5","name":"**Jedi Knight, Focused Adept","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"18 with battle meditation"},"hp":{"value":131,"min":0,"max":131,"temp":0,"tempmax":0,"formula":"20d8+40"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":131,"min":0,"max":131},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi has advantage on saving throws against poison and disease.

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When the Jedi adept takes the attack action or casts the force power burst, it can make one melee weapon attack as a bonus action. This attack deals 8 (1d6+5) kinetic damage.

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When the Jedi adept uses its Kinetic Combat feature, it can spend 1 force point to manifest an additional effect. Choose one of the following:

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The Jedi adept can roll 1d6 and add it to its AC against one attack before the start of its next turn.

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The Jedi adept can deal an additional 1d6 to the target of its kinetic combat attack.

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The Jedi adept increases its speed by 5 x 1d6.

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When the Jedi adept deals damage to a target within 5 ft. of it, it can move up to 10 ft. without provoking opportunity attacks.

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Once per turn, when the Jedi adept deals damage to a target twice in the same turn, it can immediately make an additional attack against that target (no action required). This attack deals 8 (1d6+5) energy damage.

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The Jedi adept is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks, 20 force points).

The Jedi adept knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect, saber

ward

1st-level: battle precognition, cloud mind, heal, project,

sanctuary, sense emotion, sense force, slow descent

2nd-level: danger sense, animate weapon, force camouflage,

force sight

3rd-level: force repulse, sever force, knight speed

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jedi adept makes two lightfoil attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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\"I thought they smelled bad on the outside!\"

- Han Solo

DesignationNon-sentient
ClassificationLizard
Races
  • Climbing tauntaun
  • Giant tauntaun
  • Glacier tauntaun
  • Scaly tauntaun
Average height1,3 - 2 meters at the shoulder
Hair colorWhite
Homeworld
  • Hoth
  • Umbara
Habitat
Snowy plains
DietOmnivorous

Tauntauns (pronounced /tän'-tän/) were a species of omnivorous reptomammals who were indigenous to the icy planet of Hoth. Tauntauns were commonly used as pack animals during the Rebel Alliance's stay at Hoth. Tauntauns were also used as patrol mounts when it was learned that the Rebel Alliance's own vehicles could not cope with the very cold weather.

Anatomy

Tauntauns shared similar characteristics with kybucks, however were genetically different. They featured a mix of traditionally reptilian features, such as a lack of mammary glands and scaly skin. They had a layer of blubber under fur which ranged from gray to white and covered their bodies. They also have mammalian characteristics, as were also warm-blooded, and gave birth to live young; and in other ways, they can be also considered to be marsupials due to their appearance and mating process. Known subspecies included the glacier tauntaun, scaly tauntaun, climbing tauntaun, and the giant tauntaun (also referred to as the common tauntaun).

Tauntauns possessed numerous evolutionary adaptations to the bitter, cold environments of Hoth. Those adaptations included wide feet for running across icy surfaces, swiveling ears, thick blubber, chambered lungs, two pairs of nostrils, and a digestive system that excreted wastes as oils through skin pores, producing a distinctive odor. Their four nostrils served to warm inhaled air. Their larger pair were used to bring oxygen into the blood stream during physical exertion. When lying down to sleep, the larger pair sealed to keep snow out, and the second pair took over. A well-muscled tail extended a meter from their bodies to help maintain balance. They had clawed feet and hands to gain purchase on the ice. Their feet were also tridactyl, with splayed toes to act as natural snowshoes. The most important feature of tauntaun physiology was their unique blood mixture that was resistant to the tundra winds and kept their organs from freezing.

Despite these adaptations, tauntauns sought shelter at night to avoid the extreme nighttime temperatures of Hoth. When shelter was unavailable, they used their evolved ability to hibernate during low nighttime temperatures, maintaining a lukewarm internal temperature. Some tauntaun breeds actually froze to death if awakened after sundown. When not eating the fungus that grew beneath the frost layer or lichens found in glacial caves or valleys the omnivorous tauntauns were also known to eat ice scrabblers and Hoth hogs.

Tauntauns were matriarchal animals and lived in herds of twenty to thirty individuals. Horn-butting matches were common among both males and females who hoped to establish dominance. Tauntauns were able to give birth to two young at a time, which would occur twice within one Hoth year. Though they lacked mammary glands, tauntauns could regurgitate a form of \"milk\" produced in their crops.

They tended to be ill-tempered, a natural result of evolving in such an inhospitable environment. A peculiar form of \"attack\" among the females, and some of the males, during mating season was their spitting ability. Tauntauns would spit at each other's eyes, with surprising accuracy. While their smelly saliva was by no means deadly, it was quite inconvenient to have any liquid freeze near their eyes in Hoth's blizzards.

Predators

Tauntauns were the primary prey of the wampas. Besides their horns, natural camouflage, and their safety in numbers, tauntauns also relied on their ability to run 90 kilometers-per-hour to survive. The wampas got around this by ambushing their prey -- attempting to kill them before they could escape. The wampas would then drag the tauntauns to their caves and either eat them or hang their corpses upside down.

Domestication

If domesticated, tauntauns would require a grooming parlor to breed. Such a place would stink like the dirtiest imaginable kitchen to a sentient.

Although they were stubborn creatures, tauntauns made ideal patrol mounts for the Rebel Alliance's Echo Base in the absence of repulsorcraft, which were unreliable in Hoth's extremely cold climate. Personnel such as Corporal Vyn Rolado were responsible for taming the alpha female of a tauntaun pack, which allowed the Alliance to easily train the remainder of the pack. It was discovered that the ultrasonic frequencies given off by certain droid models irritated the mounts, and they would use their tail to swat any of those droids who happened to wander too close. Tauntauns were occasionally attacked by wampas in the ice caves of the rebel base.

The Hutt gangster Jabba Desilijic Tiure kept the head of a tauntaun as a trophy hanging on a wall in his throne room. Captain Ozzik Sturn also had a head of a tauntaun in his private quarters on Kashyyyk.

Some years after the Galactic Civil War had ended, tauntauns were exported from Hoth to the cold-climate regions of other worlds such as Coruscant. They were used as mounts, beasts of burden and tourist attractions. However, they longed for their old home and became surly and stubborn because of this homesickness.

Also by the time of the Second Galactic Civil War, small stuffed tauntauns were available as children's toys. The smooth, silky fur of the plush made it pleasant for young children to snuggle with. Jacen Solo had given one to his daughter Allana as a gift to make sure that she and her mother Tenel Ka were not the sacrifice he had to make to become a Sith Lord. The toy inspired her to want a real one from the Coruscant Livestock Exchange and Exhibition, but her grandfather Han Solo denied her due to his experience on Hoth, stating the creature's unpleasant smell.

The droid L9-G8 once made tauntaun chowder for the Prince of Tamboon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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\"I put my faith in diplomacy. We can't solve all of our problems by throwing troops at them.\"

- Republic Senator Padmé Amidala, during her mission to Rodia

Troopers, sometimes referred to as troops, were soldiers who served in a military force, such as that of the clone troopers of the Grand Army of the Republic, who were bred on Kamino, the stormtroopers of the Galactic Empire, elite troops deployed on the frontlines and stationed aboard installations such as Star Destroyers, the Alliance troopers of the Rebel Alliance, the stormtroopers of the First Order, and the Resistance Troopers of General Leia Organa's Resistance.

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The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium humanoid. The squad is immune to any power or effect that would alter its form.

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The squad can take one reaction each turn.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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The squad fires en masse at a point within 150 feet Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) kinetic damage, or 18 (4d8) kinetic damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

World Devastator

World Devastators, also known as World Smashers,\nWorld Sweepers, Planet Smashers, or City Eaters, are\ngigantic superweapons, successors of the Imperial\nLeviathan, with strong tractor beams attached to them\nthat can wreak havoc on planets. They were designed\nby Umak Leth and employed by the Galactic Empire\nunder the reborn Emperor Palpatine.\n

\n\t\t\t\t\t\t

A Devastator's primary tactic is to land on the\nsurface of a planet where its mighty tractor beam\nprojectors can literally tear the planet beneath it apart.\nThe deconstruction of the planet and its resources will\nthen be used for both fuel for the Devastator and for\nits massive foundries which churn out starships,\nstarfighters, and droids which may be sent into battle\nstraight from the assembly line. The internal factories\ncan create anything from a starfighter or speeder to a\nmedium-sized cruiser, given enough resources.\n

\n\t\t\t\t\t\t

Each World Devastator is controlled by a central\ndroid brain—sentient crewmembers are aboard to\noversee production and handle navigation or weapons\nsystems. The droid brain is responsible for creating the\nnew weapons of war, and is programmed with a massive store of ship types and parameters,
\nable to create a wide variety of vessels for any combat situation.\n

\n\t\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t

In addition, the factories can also focus on upgrading\nthe World Devastator itself; a portion of the raw\nmaterials created in the molecular furnace is set aside\nfor advancements to the main body. With these unique\ncustomizations, no two \"mature\" World Devastators\nare truly alike. Given sucient time and resources, a\nWorld Devastator can even manufacture more World\nDevastators.\n

\n\t\t\t\t\t\t

These machines' shields are so strong that even\nconcentrated turbolaser re cannot penetrate them,\nand most times any contact with another enemy ship\nresults in the consumption of that ship by the World\nDevastator. Newer, smaller Devastators carry their\nshield generators on their outer hull, which may be\nvulnerable to starfighter attack. 

\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The world devastator can produce medium size droids, which it can deploy using its Deploy Droids legendary action, or which can be fought by creatures inside of the world devastator.

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As a bonus action, the world devastator can send a shock wave through the ground in a 300- foot-radius circle centered on itself. That area becomes di\u0000cult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 26 Constitution saving throw or the creature's concentration is broken.

The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) kinetic damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

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The world devastator employs heavy shield generators, making it di\u0000cult for smaller arms to damage it. Unless the damage from a single attack or e\u0000ect exceeds 30 points, the world devastator takes no damage from that attack. If the world devastator takes an amount of damage from a single attack or e\u0000ect equal to or greater than its damage threshold, it takes damage as normal.

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The world devastator's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such eff\u0000ects that occur in its interior.

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If the world devastator fails a saving throw, it can choose to succeed instead.

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When the world devastator is reduced to zero hit points it explodes in a swath of atomic destruction. Each creature and object within 1 mile of the world devastator take 55 (10d10) kinetic damage, 55 (10d10) energy damage, and 55 (10d10) sonic damage. Each damage type can be reduced by half with a successful DC 18 saving throw: Dexterity vs. kinetic, Constitution vs. energy, and Wisdom vs. sonic. Additionally, a creature that fails two or three of the saving throws is aff\u0000ected by a tear in hyperspace and appears 5d100 miles away in a random direction.

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Creatures of Huge size or smaller can stand in the world devastator's space.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The world devastator makes three point- defense attacks.

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.

The world devastator chooses a point within 320 ft and lets loose a barrage of blaster \u0000fire from its point defense system. Each creature in a 15 ft. cube around that point must succeed on a DC 26 Dexterity saving throw, taking 26 (3d10+10) energy damage on a failed save, or half as much damage on a successful one.

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The world devastator makes one of the following blast attacks.

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.

The world devastator expels a 90-foot cube of powerful localized gravity, originating from the construct. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the \u0000rst time in a turn, including when the world devastator creates the \u0000eld, it must make a DC 26 Strength saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the \u0000eld. A restrained creature repeats the saving throw at the end of its turn. The \u0000eld persists until the world devastator’s blast attack recharges, and it can’t use gravitic beam consecutively.

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The world devastator expels plasma in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 55 (13d6+10) \u0000re damage and 55 (13d6+10) energy damage on a failed save, or half as much damage on a successful one.

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The world devastator expels rocky debris in a 90-foot cube. Each creature in that area must make a DC 26 Dexterity saving throw. A creature takes 71 (13d10) kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

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The world devastator manufactures a squad of droid troops. It deploys 1 B1- Battle Droid Squad. This squad appears in any unoccupied spaces within 10 ft. of the world devastator.

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The world devastator makes a Wisdom (Perception) check with advantage.

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The world devastator makes a single attack with its point-defense.

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.

The world devastator regains 52 (5d20) hit points.

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Average Height3 to 4 meters at shoulder
Skin ColorPurple
Distinctions
  • 4 legs
  • 4 long horns
  • 2 long, sensitive ears
  • protective, cartilaginous spines on back
  • shaggy fetlocks
  • thick neck 
Homeworld
Naboo
Habitat
Swamp
Diet
Herbivorous

The hrumphs were powerful, thick-necked herbivores native to the Gungan Swamps of the Mid Rim planet Naboo.

Description

Hrumphs received their name from the loud, deep, guttural sounds they produced. They had four long horns for defense and for the protection of their two long, sensitive ears. They were not choosy about their food, because they had a sharp beak for nipping tough xosha grass, which they knelt to reach, and the bark of hsuberry trees, tassler trees, and hydenock. Three to four meters long at the shoulders, hrumphs were quite large. Hrumphs had sparsely-haired hides and protective cartilaginous spines on their backs. They also had shaggy fetlocks to protect against nipping crustaceans.

Hrumphs were quite nearsighted and, with an irritable temperament, they never hesitated to charge. They were also good leapers, despite their bulk. Female hrumphs gave birth to one calf at a time. Herds defended young from predators like veermoks by encircling them and facing outward like a shield.

History

Hrumphs were also found on Aargonar and the Outer Rim planet where Darca Nyl met Samuel. They were used by the Gungans to populate Ohma-D'un as well. Like banthas, they would stand by cliffs to take advantage of the cool air wafting up from hidden caves. Using his knowledge of bantha behavior, A'Sharad Hett observed the hrumphs on Aargonar to find a cavern in which he and Anakin Skywalker could hide.

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If the hrumph moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

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The jawa is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 12, +4 to hit with power attacks). The jawa has 6 tech points and knows the following powers: At will: electroshock, mending, on/off 1st level: oil slick, overload, repair droid.

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The jawa cowers pathetically to distract nearby foes. Until the end of its next turn, its allies gain advantage on attack rolls against any target within 10 feet of the jawa.

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The augmented wookiee berserker has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The augmented wookiee berserker's melee attacks deal +3 damage (included in the attack). Additionally, the augmented wookiee berserker has advantage on all Strength checks and saving throws as long as he is not incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NzljYzdiODA1NWM2","flags":{"entityorder":{"order":210}},"name":"Danger Sense","type":"feat","img":"systems/dnd5e/icons/skills/yellow_17.jpg","data":{"description":{"value":"

The augmented wookiee berserker has advantage on Dexterity saving throws on effects that it can see, such as traps and powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZDMzY2Y3Njc2OTNh","flags":{"entityorder":{"order":208}},"name":"Feral Instinct","type":"feat","img":"systems/dnd5e/icons/skills/blue_29.jpg","data":{"description":{"value":"

The augmented wookiee berserker has advantage on initiative checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ODAwYTVkYzVlZTll","flags":{"entityorder":{"order":211}},"name":"Brutal Critical","type":"feat","img":"systems/dnd5e/icons/skills/red_12.jpg","data":{"description":{"value":"

The augmented wookiee berserker rolls two additional damage dice on a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzQxZDQ5NzY4ZDM2","flags":{"entityorder":{"order":202}},"name":"Relentless Rage","type":"feat","img":"systems/dnd5e/icons/skills/red_01.jpg","data":{"description":{"value":"

When the augmented wookiee berserker is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 when the augmented wookiee berserker finishes a short or long rest.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NGE4MWI0MWFjNGJj","flags":{},"name":"Holoskin Emitters","type":"feat","img":"systems/sw5e/packs/Icons/monsters/379_-_Wookie_Berserker_2C_Augmented/avatar.webp","data":{"description":{"value":"

Any creature within 5 feet of the augmented wookiee berserker that is hostile to it has disadvantage on attack rolls against creatures other than the augmented wookiee berserker or another creature with this ability.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

The augmented wookiee berserker makes three attacks with its unarmed strike.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 12 (1d8+8) kinetic damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"We have them on the run, sir… They're no match for droidekas.\"

Rune Haako, to Nute Gunray

ManufacturerColicoid Creation Nest
ClassBattle droid
CostOver 200 times that of a B1 battle droid
Height
1,83 meters
Mass75 kg
Sensor colorRed
Plating colorBronze

The droideka (a compound word combining the Basic word \"droid\" with the Colicoid suffix eka, meaning \"hireling\" or \"drone\"), also called the destroyer droid (destroyers for short), wheel droid, roller, or rollies in clone trooper slang, was a type of heavy battle droid used by the Trade Federation and the Confederacy of Independent Systems. It gained a reputation for deadliness over the course of the Clone Wars. Droid commanders such as General Grievous favored the droideka for its resilience and firepower, as well as the fear it could instill in even the most powerful Jedi. They were also used for executions. They were deployed in many battles over the course of the Clone Wars, such as Muunilinst, usually in moderate numbers due to their cost, and were also used as guards in various Confederate installations. Trade Federation and Confederate Navy also utilized droidekas as security droids aboard their ships. After the Clone Wars, remaining droidekas fell into the hands of a variety of factions such as smugglers and criminals.

Description

\"Droidekas are fast… very fast.\"

- Urai Fen

The droideka was designed by the carnivorous Colicoids of Colla IV, who were displeased by the limitations of Baktoid Combat Automata's basic B1 battle droids, and chiefly manufactured on their homeworld. The Trade Federation traded rare meats to the Colicoids as a way to ease bargaining with the ravenous insectoids, and were able to enjoy special rates on these normally very costly droids. So by cutting down the costs of these battle machines, the Confederacy of Independent Systems (CIS) was able to get shipments of them by the hundreds. Before the Federation's defeat following their Invasion of Naboo, these droids were usually slaved to a central control computer. This technique fell out of favor in the aftermath of said battle, however, and they later functioned independently like the B2 super battle droids did. Even before that time, the droidekas on Colla IV were not slaved to a central computer, this independence rendering them both much more expensive and much more lethal. What also made them unique to battle droids was that they could roll into position on the battlefield and act as a turret. Due to their construction and design, they were over 200 times the cost of a regular B1 battle droid.

They were more formidable than the Federation's more numerous battle droids for several reasons. They were able to transform into a \"wheel\" configuration, allowing rapid movement and compact storage. When they encountered their targets, each of the bronzium-armored droidekas would unfold into a tripodal weapons platform, armed with a set of two twin blaster cannons which could unleash a withering torrent of firepower, though some were equipped with a blade weapon on one of the arms, such as a buzzsaw or a vibroblade. Often, they were also equipped with deflector shield generators. These personal energy shields projected could endure much punishment, capable of deflecting or absorbing virtually any manner of energy or projectile fire up to the level of a light artillery bolt, as well as rebuffing lightsaber blades and physical attacks. The shields were powered by a starship-class fusion generator housed in a bulb at the junction of the droideka's legs. However, there was a weak point at the very top of the shield, a point where lightsabers would be able to penetrate. Many Jedi took advantage of this weak point, and it was the most commonly used method of dispatching them in the Clone Wars. Additionally, the effectiveness of these droids was bolstered by their lack of the usual requirement for photoreceptors; instead, droidekas utilized non-visual composite radiation sensors, less likely to be distracted by light-based effects.

Droideka dispensers were sometimes used to transport and deploy these droids even in the middle of intense combat zones, proving a serious nuisance to enemy troops.

History

Pre-Clone Wars

\"Master! Destroyers!\"

- Obi-Wan Kenobi, upon seeing a droideka aboard the Saak'ak

Droidekas were used before Naboo in the Trade Federation's attempt to annex Alaris Prime and expel the Wookiees attempting to colonize it, but the Wookiees, with the intervention of Jedi, were able to repulse the Trade Federation forces.

The Trade Federation utilized large numbers of droidekas during the Invasion of Naboo, where they proved highly effective against Naboo forces. They were used to great effect against two Jedi—Qui-Gon Jinn and Obi-Wan Kenobi—on the flagship Saak'ak, where just two of them forced the Jedi to flee. They were also used during the Battle of Grassy Plains, where they massacred Gungan warriors and were responsible for destroying the Fambaa shield generators. However, they were disabled when Anakin Skywalker took out the Droid Control Ship. After the crisis, the Galactic Republic obtained some droidekas from the reparations given to the Trade Federation, and used them onboard Outbound Flight as security enforcement, and would be obtained by the Vaagari by this way.

Clone Wars

After the Trade Federation joined the Confederacy of Independent Systems, droidekas became mass-produced in Separatist droid foundries and were a common element of the Confederacy armies. They were used in the initial Battle of Geonosis, where most of them were stored aboard core ships which were hence unavailable for the battle, although they were used heavily in the arena stage of the battle. Over the course of the war, they proved extremely effective against enemy clone troopers and Jedi Knights, with even Obi-Wan Kenobi bearing scars from them; they posed a challenge even to elite Republic soldiers such as Delta Squad, as proved aboard Prosecutor.

They were also sometimes used as bodyguards for high-ranking Separatist figures such as San Hill. However, they met their match in the JK-13, which was not brought into mass production as the Jedi feared it would be. Indeed, the mere presence of droidekas was enough to make Jedi or other enemy forces retreat or surrender. During the Battle of Cato Neimoidia near the end of the war, squads of droids pinned down a group lead by Anakin Skywalker and Obi-Wan Kenobi, and were only destroyed by an artillery strike.

An unusually large concentration of droidekas were used in the assault on Coruscant, where they were repulsed by Yoda. In the same battle, droidekas also formed part of the team that captured Anakin Skywalker and Kenobi aboard Invisible Hand, although the Jedi exploited a weakness in their shields during the firefight on the bridge.

Unarmed droidekas were used as shooting range targets as part of the training of clone sharpshooters.

At the end of the Clone Wars, the droidekas were de-activated after Darth Vader's execution of the Separatist Council under Emperor Palpatine's orders.

Aftermath

\"Yes, the so-called 'destroyer droids' used by the Trade Federation during the Clone Wars. The Empire has a stockpile of the droids and has reprogrammed them to guard various installations across the galaxy, including a research station and the mine here on Lok. The droidekas are programmed to attack anyone who shouldn't be there.\"

- Sergeant Moore

The remaining droidekas were purchased by the Corporate Sector and other organizations, such as the Galactic Empire. By the time of the Yuuzhan Vong War, a few system security forces still utilized droidekas. Droidekas were also used by colonies on undeveloped worlds in Wild Space as perimeter guards at night to guard against native predators. In 19 BBY, Droideka's were used by stormtroopers against Jedi Fy-tor Anna. Some fell into the hands of smugglers and criminals, and the Vagaari managed to obtain at least one unit. During the early years of the Galactic Empire, many droidekas were used by Gizor Dellso in the Battle of Mustafar. All were destroyed when the Empire bombarded the planet. One was repaired by Osaji Uhares during the Galactic Civil War. Around this time, six modified Droidekas were used as the leaders of security squads in Aucellis Park, an entertainment park that was located on the moon Keriba VI. In about 12 ABY, the renegade Jedi Dal Konur obtained some droidekas from a warehouse on Wayland and he deployed them on Bilbringi.

Tyber Zann and Urai Fen managed to capture an abandoned clone war era droid factory on Hypori from the automated security droids protecting it. A large Hutt Cartel force including Jabba Desilijic Tiure and Bossk (who was quickly bribed into defecting,) had set a trap for the two crime lords, but Urai was quickly able to reprogram the Destroyer Droid MKII security force to respond to Tyber, and managed to force Jabba to retreat. After taking Hypori Zann established many facilities devoted to the manufactore of the these droids to be used as heavy support units for the disruptor-armed infantry of the Zann Consortium.

Due to the strength of their blasters and their built-in shields, droidekas proved to be a serious threat to Jedi, especially when in groups. A few years before the Yuuzhan Vong War, Luke and Mara Jade Skywalker encountered a droideka aboard the remains of the Outbound Flight Dreadnaught-class cruisers. Even though it was decades old and not operating at its best, the two still had a difficult time defeating it. However, this version had some interesting additions, one of which was the ability to fire its blasters while in rolling configuration.

Design flaws

\"Data shows that the standard droideka was made with one design flaw: the shields must maintain a continual supply of energy, which may result in an overload if battered enough.\"

- TC-38

Despite being a formidable droid, the droideka had one major design flaw. Its shield was designed to enclose the droideka in a standing position, but if the droid was knocked on its side or against a wall, the shield had no way of distinguishing the wall or floor from a blaster bolt or lightsaber. This meant that the shield generator had to continue supplying energy to the shield, resulting in an overload, as demonstrated during the rescue on the Invisible Hand. The shorted-out shield generator would leave the droideka vulnerable. Also, in the rolling position, the droideka's shield could not be activated, leaving it vulnerable while rolling from place to place. This technique was demonstrated by Republic Commandos infiltrating a Separatist core ship during the Battle of Geonosis and later by Anakin Skywalker and his padawan during the Battle of Christophsis. Also their shields were substantially weaker behind the droid, making them relatively easy to take out from that position. They also apparently seemed to be vulnerable to Force techniques, as Obi-Wan Kenobi used several to knock out approaching droids (and even slow down General Grievous) on board the CIS superbattleship Malevolence.

Droideka shields were ineffective against slow rolling objects, such as thermal detonators which could be rolled in and detonated. This was taught to the Onderon rebels by Captain Rex during the Clone Wars. During the Ringo Vinda campaign they were manipulated by the force and taken down with shields up by an Electro Magnetic Pulse grenade. They also showed little, if any, ability to stop strong explosions as demonstrated when CC-5576-39 encountered them and targeted various barrels of rhydonium in order to destroy them. At the Geonosis arena they were destroyed by Low Altitude Assault Transports with little to no shield resistance.

Droidekas were known to have a hard time maneuvering on downward slopes and climbing up stairs. In their rolling configuration, they would have to go back quite a bit and then speed up, launching themselves up the stairs. They could also try to traverse stairs in walking configuration, although it was extremely hard for them to coordinate their three legs on stairs. In their standing position, they could not move very fast, forcing them to roll over long distances.

Additionally, there were limits when a droideka could fire at a target. If the target got very close to it, the droideka would miss its shots because its blaster arms were spread out. This also enabled an enemy to run around it while attacking.

Droideka series and variants

There were three known series of droidekas. They were outwardly similar; the differences were mostly internal. The first, the P-series droideka, was used in the Invasion of Naboo in 32 BBY. The W-series droideka was used in the Battle of Geonosis in 22 BBY. Later, the Q-series droideka was used aboard the Invisible Hand to capture and trap Jedi master Obi-Wan Kenobi and Jedi Knight Anakin Skywalker in 19 BBY.

Five known variants of droideka existed. The first was the grapple droideka, used around the time of the Invasion of Naboo. It was equipped with electronic grapples and was designed for melee combat, and lacked blasters. It also seemed to possess weaker shields than average.

A second variant was the Ultra Droideka. These were larger than standard droidekas and saw use during the Clone Wars.

A third, the droideka Mark II, saw action on the battlefields of the Galactic Civil War. This model had four stubby legs and an ion cannon, and was larger than the Separatist models. Since the plans for it were discovered on the old Separatist droid-producing world of Hypori, it may have been a dropped CIS project. It was employed by the Hutt Cartel briefly, then quite extensively by the Zann Consortium.

A fourth droideka variant was the K3-I Buzzer Droid used also during the Galactic Civil War. This variant was used on Station Gamma above Ord Mantell. It was weaker than an average droideka and lacked shields.

A fifth droideka was the sniper droideka, which was used by the CIS during the Clone Wars. It included a sniper rifle in its head, in addition to the rest of its weapons. The CIS deployed at least two sniper droideka during its invasion of Kiros.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

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The destroyer droid adds 3 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

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The destroyer droid makes two weapon attacks.

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 11 (2d6+4) energy damage

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The destroyer droid sprays a 10-foot-cube area within normal range of its blaster cannons with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

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\"Once the katarn hunted us, and the highlands of the forest was theirs for a thousand generations. But their hunting did not destroy us. Nothing of this world is to be squandered, my son. The katarn gave the Wookiees its strength and courage, and allowed the Wookiees to find the rrakktorr. Now we repay them by returning the gift. Someday it will be their turn again.\"

- Chewbacca to Lumpawarrump

Homeworld
Kashyyyk
Diet

Carnivore

A katarn was a predatory quadruped reptomammal native to the planet Kashyyyk.

Overview

Katarns had slender bodies with rodent-like tails, and narrow faces leading back to a cartilaginous ridge protecting their neck and shoulders. Their paws had opposable digits, and their lower limbs were covered with sharp spurs, both of which allowed them to climb and hang from the branches of the giant wroshyr trees and feed on tree-burrowers.

Katarns were creatures of great importance in the Wookiees' culture. The Wookiees, who called the katarn the \"Old Prince\", hunted them in their hrrtayyk ceremony. Wookiees said the katarns were born by a wound to Kashyyyk that fell from the sky ages ago and made a home for the katarn. The katarns then hunted the Wookiees, thus unlocking the Wookiees' \"inner fire\". To thank the katarn, the Wookiees hunted them. They believed that someday it would be the katarn's turn to hunt the Wookiees again.

Katarns were ferocious and merciless predators which would track their prey for long periods before choosing an opportune moment to strike. They had been described as \"silent, shadowy, and deadly,\" qualities which made them the mascot of Judder Page's Katarn Commandos.

Some katarns were domesticated as the war-mounts of Wookiee dragon troopers. On another note, there was a small subspecies of katarn that populated the Shadowlands. These katarns had no climbing abilities, as evidenced by their four large trunk-like legs. They also had two small dangling manipulator arms. They had more rounded out edges than the main katarn species and two large tusks. The reformed Revan battled several of these in his second trip to find the Kashyyyk star map.

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If the katarn drops on a target from above and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 21 (6d6). If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the katarn misses, it takes half normal falling damage.

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The katarn has advantage on Wisdom (Perception) checks that rely on sight and smell.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage

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Melee Weapon Attack +5, Reach 15 ft., One target. Hit : 6 (1d8+2) kinetic damage

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase II Dark Trooper

The Phase II dark trooper was the second and main stage of the Dark Trooper Project.


Each droid was equipped with the external elements such as the suit, a jump pack, and an assault cannon capable of firing 400 plasma shells and 20 missiles before reloading. The Phase II dark trooper was intended to be used either as an artificially intelligent droid or exoskeleton—either way, it was extremely effective in battle.

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When the droid drops below half its hit points (65), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (65), the Phase II Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

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The Phase II Dark Trooper makes an underslung missile launcher attack and then can make three assault cannon attacks or an assault cannon barrage.

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Ranged Weapon Attack +6, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The Phase Two Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

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Ranged Weapon Attack +6, Range 240 ft., One target. Hit : 6 (1d6+3) kinetic damage.

Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 7 (2d6) kinetic damage on a failed save.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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On each of his turns, the Hunter can use a bonus action to Dash or Disengage.

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The Hunter has advantage on Wisdom (Perception) Checks.

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If The Hunter fails a saving throw, he can choose to succeed instead.

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The Hunter can roll his next ranged attack with advantage.

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The Hunter's ranged attacks ignore half-cover and three-quarters cover. He does not get disadvantage on his ranged weapon attack rolls while attacking at long range.

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If a melee attack misses the Hunter, he can use his reaction to make a rifle bash attack against that creature.

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The Hunter makes three blaster rifle attacks or three melee weapon attacks.

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Ranged Weapon Attack +11, Range 150/600 ft., One target. Hit : 17 (2d10+6) energy damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage.

The target must make a DC 18 Constitution saving throw or become dazed.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"Mzg2Y2Q1ZTJmZGQ5","flags":{},"name":"Fire Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage plus 10 (3d6) fire damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+6","kinetic"],["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"MDZmZDkxZjZhODcw","flags":{},"name":"Mini Grenades (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter flings a barrage of mini grenades at a point within 55 feet. Each creature within 15 ft. must make a DC 19 Dexterity saving throw. A creature takes 35 (10d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MzBjMzE1ODJjODUy","flags":{},"name":"Smoke Grenade (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The hunter throws a smoke grenade at a point within 55 feet. The smoke grenade spews a thick cloud of fog in a 15ft radius, lasting 10 rounds. When entering the fog or starting its turn there, a creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned, or half as much on a successful save and is not poisoned.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NzQ0OTNmNDc0NWMx","flags":{},"name":"Heavy Fire","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter makes one heavy blaster rifle attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NWY4NGExMWY1Mzg4","flags":{},"name":"Grenades (Costs 2 actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter can use either of his grenade attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZDhlMWNkZWFmYjM5","flags":{},"name":"Duck and Weave","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter moves up to its speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000}]} +{"_id":"bLyPeeiRHOy1P8oa","name":"Rakghoul, Hulking","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":4,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":15,"min":0,"formula":"natural armor"},"hp":{"value":120,"min":0,"max":120,"temp":0,"tempmax":0,"formula":"16d10+16"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","speed":{"value":"40 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":120,"min":0,"max":120},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

Rakghouls were a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Desiring an army to rule over and seeking a way to cheat death as so many other Sith before and after him did, Muur forged a talisman that he poured his spirit and power into, one that eventually came to be known as the Muur Talisman. Muur's talisman could turn almost any sentient being near him into a mindless rakghoul which he could control, but he found that there were exceptions: Force-sensitives and certain alien species could resist the talisman's effects. Thus, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread by a rakghoul's bite or a scratch from its claws, and that subjected the victim to a slower transformation into a rakghoul. Jealous and fearful of his power, Muur's Sith rivals killed him, and over time, the Muur Talisman came to reside on the Outer Rim world of Taris where the rakghoul plague ran rampant throughout the world's impoverished Undercity, creating vast numbers of rakghouls. The people of Taris would manage to put an end to the rakghoul presence on their world at some point prior to the year 19 BBY, and by the days of the Second Imperial Civil War, rakghouls were believed to be extinct.

However, with the Muur Talisman lay the ability to create new rakghouls, and the galaxy would see the return of the rakghoul when the oubliette belonging to the Sith Lord Remulus Dreypa was uncovered by Darth Vader, and the Jedi Knight Celeste Morne who had entombed herself and the talisman within for safekeeping nearly four thousand years prior, was revived. Morne battled Vader, but was no match for the skills of the Sith Lord and his stormtroopers, so she called upon the talisman's power to turn the stormtroopers into rakghouls; outnumbered, Darth Vader fled, stranding Morne on the desolate moon she had awakened on with only rakghouls and the spirit of Karness Muur for company. Several years later, Morne and the talisman would escape the moon aboard a Rebel Alliance shuttle, turning the crew of an orbiting Imperial-class Star Destroyer into rakghouls during her escape. Later, after her ship had been taken aboard a Pellaeon-class Star Destroyer, Morne turned the crew of the Iron Sun into subservient rakghouls with the power of the Muur Talisman. Morne and her rakghoul crew later came into contact with former Jedi Cade Skywalker, who convinced Morne to join him in his campaign against the current Dark Lord of the Sith, Darth Krayt, after curing the rakghoul plague he had been infected with using his unique healing ability. During their attack on Krayt's forces, Krayt was killed and Morne convinced Skywalker to end her life and her suffering under Karness Muur's constant psychic presence. Skywalker then destroyed the Muur Talisman as it attempted to bind itself to a new host, effectively putting an end to the primary source of rakghouls.

Origins

\"The rakghouls began as creations of Karness Muur's Sith magic, but scratches or bites spread the plague—even to Force users like you.\" 

- Celeste Morne to Cade Skywalker

In the wake of the Hundred-Year Darkness, waged between the Jedi Order and the Dark Jedi who sought to use the Force to alter and create life, and the Jedi's victory in the war's final battle on Corbos, the remaining Dark Jedi were taken into custody by Galactic Republic forces. These darksiders were stripped of their weapons and armor, and herded into unarmed transports that took them off-world and into the then unknown regions of the galaxy. These \"Exiles\", as they came to be known, landed on the primitive world of Korriban, home of the equally primitive Sith species; the former Jedi used their Force powers to amaze the Sith, who in turn elevated these outsiders to god-like status. Among this generation of the first \"Lords of the Sith\" was Karness Muur. Like many Sith, Muur desired a way to cheat the inevitability of death, and thus forged a Sith talisman that he poured his mind and spirit into, the Muur Talisman.[4] But Muur's amulet had a second purpose: the talisman could use Muur's Sith magic to transform any nearby sentient into a mindless rakghoul, subservient to Muur's will and with which Muur intended to form an infinitely expanding army that would allow him to conquer the galaxy. There were exceptions, however, as both Force-sensitive beings and beings from a number of certain non-Human species proved immune to the talisman's effects. To combat this flaw, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread from a rakghoul's bite or a scratch from its claws. The infected victim would then slowly mutate into a rakghoul within a timeframe spanning mere hours.

Muur's jealous Sith rivals would lead to his body's physical death,[4] though his spirit lived on with the talisman that over time, came to reside in the Undercity of the Outer Rim world of Taris, after its most recent owner had been crushed in a cave-in. Years passed as the rakghoul plague spread among the Undercity's Outcasts, transforming an untold number into mindless rakghouls that roamed the streets attacking any they came across.

Mandalorian Wars

\"These creatures…with a Jedi's mind, they can do anything, spread anywhere. Everywhere!\" - Celeste Morne

By the start of the Mandalorian Wars, rakghouls had become an ever-present danger in Taris' Undercity. When Jedi Padawan Zayne Carrick fled into the Undercity seeking to escape his Jedi Masters—who had killed their others students earlier that evening after receiving a vision in the Force that one would become the next Sith, and blamed Carrick for their murders after he managed to escape—the Jedi Masters of the Taris Jedi Council were forced to fight through mobs of rakghouls and outlaw Gamorreans during their pursuit of the Padawan.[6] After the Mandalorians conquered Taris, a Mandalorian scouting party and excavation team led by the Neo-Crusader scientist Pulsipher descended into Taris' Undercity where they located the Muur Talisman, claimed it for the Mandalorians, and took aboard Pulsipher's ship, the Mar'eyce. Unbeknown to Pulsipher or his warriors, Zayne Carrick, along with friend Marn \"Gryph\" Hierogryph and Jedi Covenant Shadow Celeste Morne, had stowed away aboard the Mar'eyce in an attempt to retake the talisman. When Pulsipher handled the talisman on board his ship, the Sith amulet attached itself to his arm, and afflicted Pulsipher's warriors with the rakghoul plague when they attempted to help their leader remove the talisman. Once the Mar'eyce landed at the Mandalorians' Ice Citadel on the frozen world of Jebble, these infected soldiers soon turned into rakghouls and began a series of events that led to more and more Mandalorians becoming infected upon being scratched and bitten.

To the surprise of Celeste Morne, these Mandalorian-spawned rakghouls—or \"Mando-Raks\" as one Neo-Crusader recruit deemed them—could use blaster weapons and were much more organized and apparently intelligent than previously witnessed. As the Mandalorians battled their rakghoul-turned comrades all across their Jebble base of operations, Zayne Carrick made contact with Mandalorian military commander Cassus Fett, bound for Jebble with Neo-Crusader transports. Carrick warned Fett of the rakghoul outbreak, and urged him not to land any ships for fear of the plague spreading further. Shortly after, Carrick was ambushed by a pair of rakghouls who dragged the Jedi to the laboratory of Pulsipher where the Mandalorian scientist, now realizing for himself the power the Muur Talisman possessed, demanded Carrick tell him how to unlock the relic's further powers over the rakghouls. In the presence of a Jedi, the talisman abandoned Pulsipher and the rakghouls he had previously commanded then slaughtered him. Before the talisman could bind itself to Carrick, however, Celeste Morne intervened and took the talisman onto herself. Using the Muur Talisman's power in conjunction with her own Force-sensitivity, Morne took control of the rakghoul horde. Over one million Mandalorian Neo-Crusaders had been turned into rakghouls, all now under the control of Morne. But with that power came the threat of dark side corruption from Karness Muur's spirit, and Morne chose to allow herself to be sealed away in the oubliette of the Sith Lord Remulus Dreypa, one of the Force-related items Pulsipher had collected in his Ice Citadel laboratory. With Morne sealed inside Dreypa's oubliette, the rakghouls lost their temporary intelligence and set upon each other, nearly killing Carrick and his companion, Gryph, as they fled the world aboard the Moomo Williwaw. Moments later, the Mandalorian fleet appeared over Jebble and, heading Carrick's earlier warning against the rakghouls, Cassus Fett ordered the orbital bombardment of Jebble via nuclear missiles. The rakghouls were wiped out, and the oubliette containing Morne and Karness Muur's talisman sunk beneath the water formed from Jebble's melted glaciers.

Jedi Civil War

Though the Muur Talisman, the original source of the rakghouls, was lost beneath the surface of Jebble, the rakghouls were not gone from the galaxy. Taris' Undercity remained infested with the creatures, and more were transformed regularly after being bitten and scratched by pre-existing rakghouls. By the time of the Jedi Civil War, it was estimated that up to 60 million beings on Taris had been infected, but because the plague was mostly confined to the Undercity and lower levels generally populated by the planet's criminal class, the Taris government made little effort to combat the disease. The Mandalorians were later driven from Taris by Republic forces under the Jedi Knights Revan and Malak, but in 3956 BBY Sith forces under the recently turned Darth Malak occupied Taris. With them came a serum that could heal those infected by the rakghoul plague who had yet to complete the transformation, but the Sith restricted access to the serum to those Sith troopers that were sent down into the Undercity.

An amnesiac Revan—his memory of his time as a Sith Lord after falling to the dark side removed by the Jedi Council—later found a vial of the curative serum on the body of a dead Sith trooper while on Taris, and used it to heal several Outcasts infected with the rakghoul plague before finally giving it to the Upper City doctor, Zelka Forn. Forn was able to use this sample to synthesize a mass-produced serum that he shipped to the Outcasts and sold at a low price to all Tarisians. Shortly afterwards, Taris was subjected to a devastating orbital bombardment by Darth Malak's Sith armada, killing an untold number of beings on the planet, including a significant number of rakghouls.

The Great Galactic Wars

During the Republic's efforts to rebuild Taris around the time of the first Great Galactic War, it was discovered that a number of rakghouls had survived the bombardment. Bands of these rakghouls roamed beyond the reaches of the Undercity and up to the surface, and reports claimed that some of the vicious creatures had evolved, displaying new powers.

The rakghouls would again reassert their infectious plague upon the galaxy with the help of a maddened scientist named, Sannus Lorrick. Spending years illegally experimenting on sentient species with gene-splicing and viral modification, the insane doctor would be stricken of his position as the Royal Science Advisor to the Tion Hegemony and exiled. Seeking revenge, Lorrick would find the rakghoul plague as his new subject of obsession in his secret lab on Ord Mantell. There he would modify the plague to his will, creating rakghoul abominations such as Project Savrak and sentients modified with the creatures' strength. Hiring a smuggler named Melarra to unknowingly transport one of his infected lab animals to the planet of Kaon, Sannus would finally get his revenge. The plague spread fast and wide, infecting 4 planets in the Hegemony and untold billions of people. Upon investigation, Republic and Imperial forces would find the cause of the plague, send a strike team to Lorrick's lab in the Lost Island and end the crisis.

Before Dr. Lorrick was defeated, the insane scientist would gift one his infected animals, a risp, to a smuggler named Zama Brak. The infected risp bit the smuggler, who was at the time traveling on the passenger liner called the Stardream, and start the plague on the cruise ship. Following the infection of the crew, the Stardream crashed on the planet Tatooine restarting a crisis of galactic proportion. The Sith Empire (Post–Great Hyperspace War) and the Galactic Republic would quarantine the planet and seek to contain the plague but would be met with disappointment when volunteers hoping to help in the efforts on the planet spread the virus further throughout the galaxy. Sometime during the plague, the CEO of Galactic Solutions Industries, Addalar Hyland's children were killed on the desert planet, which motivated the grieving father to create the Hyland Organization for Rakghoul Neutralization.

The disease would once again appear on the planet Alderaan where earlier reports indicated strange animal attacks, devoid of signs of Killik signatures, on patrolling soldiers. Addalar Hyland and THORN reacted quickly, using the retrofitted GSI weapon called the Spike, the organization was able to enter into the rakghoul tunnels to quell and study the deadly plague. Within the tunnels, THORN scientists discovered a new ecosystem that allowed the virus to flourish without the need to infect other creatures. Found in the rakghouls' DNA was a code that was similar to fungal species. This allowed the rakghouls to reproduce, first spawning as raklings and growing to more specialized subspecies such as the Eyeless and creatures that bred and harvested fungal matter.

Death and rebirth

\"And the Covenant? Was it successful?\"

\"I know nothing of a 'Covenant'…\"

\"Then what about the rakghouls?\"

\"Isolated on Taris and eventually wiped out…\"

- Celeste Morne and Fane Peturri, after Morne awoke from Dreypa's oubliette after four thousand years

Over time, the rakghouls were isolated on Taris and—possibly due in part to the serum Revan recovered—driven to extinction. But while the Muur Talisman remained, the threat of the rakghouls did as well. Approximately fourteen hundred years before the galaxy-spanning Clone Wars, ice miners discovered the oubliette of Dreypa beneath the surface of Jebble. A mystery to its finders, the oubliette became known as the \"Jebble Box\", and the inability to open it or scan what was inside bred numerous rumors as to its origins. Collectors bought and sold the box they believed to be an ancient Jedi treasure, and wars were even fought over the mysterious object. The Republic eventually fell to the machinations of the Sith Lord Darth Sidious, and was reorganized into the Galactic Empire, lorded over by the once Supreme Chancellor-turned-Galactic Emperor Palpatine, Sidious' public persona. By this time, the Jebble Box came into the possession of the crew of the Uhumele and they attempted to sell it to scholar and historian, Fane Peturri. Peturri was in league with Darth Vader, and Vader claimed the Jebble Box for himself during the proceedings, freeing the imprisoned Celeste Morne and with her, the spirit of Karness Muur. Upon learning Vader was a Sith, Morne attacked him, and the two engaged in a lightsaber duel on the desolate moon where she had awoken. Vader's skill was too great for Morne to fight alone and, faced with death and the possibility that once she was gone the talisman would attach itself to Vader, Morne was forced to tap into the talisman's power for herself, turning Vader's cadre of stormtroopers and Fane Peturri into rakghouls under her control. Outnumbered, Vader fled onto his shuttle. At the same time, the crew of the Uhumele were fleeing when Morne triggered the talisman's powers; Crys Taanzer, the only human member of the Uhumele's crew, transformed into a rakghoul and Captain Schurk-Heren was forced to end her life. Morne was abandoned on the desert moon where she had been revived, left with only the spirit of Karness Muur and the group of rakghouls she had spawned as company.

Breakout

\"What are these things? I've never seen anything like them!\"

\"Me neither. But figure it out after they're dead!\"

- Leia Organa and Han Solo, upon encountering rakghouls for the first time

Nearly twenty years later, Vader had not forgotten about Morne and in a mission to ascertain whether or not she still lived, he sent a company of heavily armed stormtroopers back to the deserted moon. Still very much alive, Morne used the Force to violently crash the Imperial shuttles on the moon's surface, and subsequently transformed their stormtrooper crew into rakghouls. With this knowledge, Vader turned to his spy, Wyl Tarson, with instructions to leak word of a secret Imperial weapon located on the moon, and ensure that it was noticed by members of the Alliance to Restore the Republic, a group of rebels that had been formed in the years since Vader had first confronted Morne as a force to oppose the oppressive Empire and restore the Republic that it had once been. Unable to resist an attempt to claim the Empire's weapon for themselves, several members of the \"Rebel Alliance\"—among them the likes of Princess Leia Organa, Luke Skywalker, Han Solo and his Wookiee companion Chewbacca, and the former clone trooper Able—undertook a mission of their own to the barren moon. Almost immediately upon touching down, the rebels were beset by the rakghoul horde, and several members were bitten and transformed into rakghouls themselves. A small number of the rebels escaped onto Han Solo's ship, the Millennium Falcon, while Skywalker was captured and taken to the cave where Morne had been living.

Convinced by the spirit of Karness Muur that the Jedi had abandoned her, Morne attacked Skywalker while Organa rushed to his aid. When Morne turned her lightsaber on Organa, the recently arrived Able opened fire in her defense, only to be turned into a rakghoul for his heroic efforts. Sensing the Force within both Skywalker and Organa, Muur dislodged his talisman from Morne and attempted to take a new, more maleable host. But Morne, coming to her senses, batted the talisman away from the two rebels and took the burden of the talisman back upon herself. As Morne turned her back on the two, Skywalker and Organa became the focus of Morne's legion of rakghouls, though the timely arrival of Solo and the Millennium Falcon allowed them to escape without injury. The rebels left behind the main shuttle they had used to reach the planet, and Morne decided to take it for herself; her numerous rakghouls followed her aboard and took their place as the new crew, lifting off and heading for orbit where an Imperial-class Star Destroyer awaited. Before the Imperial crew could attack the shuttle, Morne again tapped the powers of the Muur Talisman to transform those aboard into rakghouls and as she flew away into space, the Star Destroyer plummeted into the moon and exploded.

A guided weapon

\"This is ancient Sith alchemy, my lord. There is a holocron that speaks of creatures who caused a plague on ancient Taris…the festering wounds he suffered resembled the infectious bite of these 'rakghoul'. How strange. Rakghouls have been extinct for a millennia, yet one transformed Reave…\"

Darth Maladi

Once in possession of a ship, Morne found within herself a desire to explore the galaxy she had been away from for more than four thousand years. However, the desire was not her own, and in fact belonged to the spirit of Karness Muur; once Morne discovered this, she instead took her shuttle into the Deep Core with the intention of protecting the greater galaxy from the threat of Muur and the rakghouls. There she and her rakghouls would remain until 127 ABY, when her shuttle was taken aboard by the Pellaeon-class Star Destroyer, the Iron Sun. Morne believed that the Imperial ship that had captured her served the same Sith-led Empire that Darth Vader had served, and used the Muur Talisman's power to transform the entire crew of the Iron Sun into rakghouls. Over the next ten years, food on the Iron Sun ran out, and the rakghouls began to fight and cannibalize each other in order to survive.

In 137 ABY, the Iron Sun and its rakghoul crew captured another ship, the Mynock, owned by the former Jedi apprentice and Luke Skywalker's descendant, Cade Skywalker. Skywalker and his companions—Deliah Blue, Jariah Syn, along with Jedi Knights Shado Vao and Wolf Sazen, and the Imperial Knights Antares Draco, Ganner Krieg, and Azlyn Rae—began to explore the seemingly abandoned Star Destroyer, only to find the bones of dead rakghouls before being attacked by a group of still-living rakghouls. Morne was able to reassert control over the creatures and halt their attack, but not before Skywalker and Rae were infected with the rakghoul plague. Morne isolated the two from the others and informed them of their unfortunate status as victims of the rakghoul plague, promising quick deaths to Skywalker and Rae both once the transformation took hold. But Skywalker refused to accept his fate, and upon learning that the rakghoul plague was a disease created by but separate from the Force, he used his radical healing ability to cure himself and Rae, much to Morne's surprise.

Impressed by Skywalker's power, Morne vowed to aid him and his companions in their mission to kill the current Dark Lord of the Sith, Darth Krayt, and together they struck at the Imperial base on Had Abbadon. There, they engaged the Devaronian Sith Lord Darth Reave; Morne transformed Reave's stormtroopers into rakghouls that quickly turned upon their former master, and even Reave's dual lightsabers couldn't save him from being scratched before he managed to flee. Reave rushed back to the Temple of the Sith on Coruscant where he informed Darth Krayt and his Sith allies about Skywalker's presence on Had Abbadon before succumbing to the rakghoul plague, transforming into a rakghoul, and attacking Krayt. The rakghoul that had once been Reave was slain by Krayt's Hand, Darth Stryfe, and its body was looked over by the Sith scientist, Darth Maladi, who was surprised to see a rakghoul when they were believed to be extinct. A message from Celeste Morne, acting as Karness Muur and pretending to have Skywalker as her hostage, drew the Sith to Had Abbadon where they were ambushed: in addition to Skywalker, the Jedi, and the Imperial Knights, Krayt and his Sith were attacked by groups of Morne's rakghouls. The rakghouls would even defend Morne from the attack of Antares Draco, when he attempted to kill her and take the Muur Talisman for Emperor Roan Fel. The rakghouls were beaten back in large numbers by both Draco and the Sith, falling to Sith lightning and deadly lightsaber strikes, but Krayt himself was mortally wounded in a combined attack from Azlyn Rae and a Karness Muur-guided Morne. With Krayt down and the other Sith falling to the strike team, Morne turned to Skywalker with a plea to end her life before she fell completely under the sway of Muur's spirit. Skywalker acquiesced, and mercifully killed Morne with his lightsaber; with Morne dead, Muur's talisman attempted to bind itself to Skywalker, but Skywalker refused the temptation of the power Muur offered him, instead destroying the talisman with the Force, and seemingly driving the rakghouls back toward extinction.

Characteristics

\"How can they use speeders and weapons? The rakghouls on Taris are mindless!\"

\"I know the truth now, Zayne. The plague carves out and discards the targets personality—but the being's learned skills remain, waiting to be activated. So, while raks on their own serve only their hunger, the wielder of the talisman can draw upon what they were.\"

- Zayne Carrick and Celeste Morne

Hideous and possessing an appetite for flesh, Rakghouls were non-sentient, and were most commonly simple and animalistic in their behavior, with some even referring to the creatures as \"mindless\". These feral rakghouls, known also as \"lower rakghouls\", were slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looked or smelled like potential food. Though they were not a creature that held to any form of heirarchy, certain rakghouls, known to some as \"rakghoul fiends\", exhibited a manner of influence over their \"lower\" rakghoul brethren. Hardy and vicious, these rakghouls were generally believed to somehow maintain bits of their former intelligence, and would direct other rakghouls to trap and ambush prey; it was even rumored that these rakghouls could use weapons.

Rakghouls only truly reached their full potential, however, when under the power of the Muur Talisman. When a being possessed the Muur Talisman, they were able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls became more demure, and were able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities could not be restored, as all that remained in the rakghouls was an imprint of who they had once been.

The rakghoul plague

\"You said the rakghouls were caused by a plague—do you mean a disease?\"

\"Magic is the vector, but a rakghoul bite or scratch carries a disease, like a virus. It doesn't matter. There is no cure.\"

- Cade Skywalker and Celeste Morne, on the nature of the rakghoul plague.

Rakghouls were a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. But the talisman's powers did not work on all: Force-users and certain non-Human species were immune to the talisman's effects. To rectify this, Muur engineered the \"rakghoul plague\", a virus-like disease which could be spread from a rakghoul's bite or scratch. Individuals infected with this disease would later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The bodywide mutation manifested as the body would become twisted, skin pigmentation would drain and the victim would attain a whitened corpse-like state. Victims would also bleed from pores in the skin, and from places such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation laid in death.

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Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

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If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

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The rakghoul makes two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The employee is a 4th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 16 tech points.

The

employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary

boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 4 (1d6+1) energy damage

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Rakghouls were a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Desiring an army to rule over and seeking a way to cheat death as so many other Sith before and after him did, Muur forged a talisman that he poured his spirit and power into, one that eventually came to be known as the Muur Talisman. Muur's talisman could turn almost any sentient being near him into a mindless rakghoul which he could control, but he found that there were exceptions: Force-sensitives and certain alien species could resist the talisman's effects. Thus, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread by a rakghoul's bite or a scratch from its claws, and that subjected the victim to a slower transformation into a rakghoul. Jealous and fearful of his power, Muur's Sith rivals killed him, and over time, the Muur Talisman came to reside on the Outer Rim world of Taris where the rakghoul plague ran rampant throughout the world's impoverished Undercity, creating vast numbers of rakghouls. The people of Taris would manage to put an end to the rakghoul presence on their world at some point prior to the year 19 BBY, and by the days of the Second Imperial Civil War, rakghouls were believed to be extinct.

However, with the Muur Talisman lay the ability to create new rakghouls, and the galaxy would see the return of the rakghoul when the oubliette belonging to the Sith Lord Remulus Dreypa was uncovered by Darth Vader, and the Jedi Knight Celeste Morne who had entombed herself and the talisman within for safekeeping nearly four thousand years prior, was revived. Morne battled Vader, but was no match for the skills of the Sith Lord and his stormtroopers, so she called upon the talisman's power to turn the stormtroopers into rakghouls; outnumbered, Darth Vader fled, stranding Morne on the desolate moon she had awakened on with only rakghouls and the spirit of Karness Muur for company. Several years later, Morne and the talisman would escape the moon aboard a Rebel Alliance shuttle, turning the crew of an orbiting Imperial-class Star Destroyer into rakghouls during her escape. Later, after her ship had been taken aboard a Pellaeon-class Star Destroyer, Morne turned the crew of the Iron Sun into subservient rakghouls with the power of the Muur Talisman. Morne and her rakghoul crew later came into contact with former Jedi Cade Skywalker, who convinced Morne to join him in his campaign against the current Dark Lord of the Sith, Darth Krayt, after curing the rakghoul plague he had been infected with using his unique healing ability. During their attack on Krayt's forces, Krayt was killed and Morne convinced Skywalker to end her life and her suffering under Karness Muur's constant psychic presence. Skywalker then destroyed the Muur Talisman as it attempted to bind itself to a new host, effectively putting an end to the primary source of rakghouls.

Origins

\"The rakghouls began as creations of Karness Muur's Sith magic, but scratches or bites spread the plague—even to Force users like you.\" 

- Celeste Morne to Cade Skywalker

In the wake of the Hundred-Year Darkness, waged between the Jedi Order and the Dark Jedi who sought to use the Force to alter and create life, and the Jedi's victory in the war's final battle on Corbos, the remaining Dark Jedi were taken into custody by Galactic Republic forces. These darksiders were stripped of their weapons and armor, and herded into unarmed transports that took them off-world and into the then unknown regions of the galaxy. These \"Exiles\", as they came to be known, landed on the primitive world of Korriban, home of the equally primitive Sith species; the former Jedi used their Force powers to amaze the Sith, who in turn elevated these outsiders to god-like status. Among this generation of the first \"Lords of the Sith\" was Karness Muur. Like many Sith, Muur desired a way to cheat the inevitability of death, and thus forged a Sith talisman that he poured his mind and spirit into, the Muur Talisman.[4] But Muur's amulet had a second purpose: the talisman could use Muur's Sith magic to transform any nearby sentient into a mindless rakghoul, subservient to Muur's will and with which Muur intended to form an infinitely expanding army that would allow him to conquer the galaxy. There were exceptions, however, as both Force-sensitive beings and beings from a number of certain non-Human species proved immune to the talisman's effects. To combat this flaw, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread from a rakghoul's bite or a scratch from its claws. The infected victim would then slowly mutate into a rakghoul within a timeframe spanning mere hours.

Muur's jealous Sith rivals would lead to his body's physical death,[4] though his spirit lived on with the talisman that over time, came to reside in the Undercity of the Outer Rim world of Taris, after its most recent owner had been crushed in a cave-in. Years passed as the rakghoul plague spread among the Undercity's Outcasts, transforming an untold number into mindless rakghouls that roamed the streets attacking any they came across.

Mandalorian Wars

\"These creatures…with a Jedi's mind, they can do anything, spread anywhere. Everywhere!\" - Celeste Morne

By the start of the Mandalorian Wars, rakghouls had become an ever-present danger in Taris' Undercity. When Jedi Padawan Zayne Carrick fled into the Undercity seeking to escape his Jedi Masters—who had killed their others students earlier that evening after receiving a vision in the Force that one would become the next Sith, and blamed Carrick for their murders after he managed to escape—the Jedi Masters of the Taris Jedi Council were forced to fight through mobs of rakghouls and outlaw Gamorreans during their pursuit of the Padawan.[6] After the Mandalorians conquered Taris, a Mandalorian scouting party and excavation team led by the Neo-Crusader scientist Pulsipher descended into Taris' Undercity where they located the Muur Talisman, claimed it for the Mandalorians, and took aboard Pulsipher's ship, the Mar'eyce. Unbeknown to Pulsipher or his warriors, Zayne Carrick, along with friend Marn \"Gryph\" Hierogryph and Jedi Covenant Shadow Celeste Morne, had stowed away aboard the Mar'eyce in an attempt to retake the talisman. When Pulsipher handled the talisman on board his ship, the Sith amulet attached itself to his arm, and afflicted Pulsipher's warriors with the rakghoul plague when they attempted to help their leader remove the talisman. Once the Mar'eyce landed at the Mandalorians' Ice Citadel on the frozen world of Jebble, these infected soldiers soon turned into rakghouls and began a series of events that led to more and more Mandalorians becoming infected upon being scratched and bitten.

To the surprise of Celeste Morne, these Mandalorian-spawned rakghouls—or \"Mando-Raks\" as one Neo-Crusader recruit deemed them—could use blaster weapons and were much more organized and apparently intelligent than previously witnessed. As the Mandalorians battled their rakghoul-turned comrades all across their Jebble base of operations, Zayne Carrick made contact with Mandalorian military commander Cassus Fett, bound for Jebble with Neo-Crusader transports. Carrick warned Fett of the rakghoul outbreak, and urged him not to land any ships for fear of the plague spreading further. Shortly after, Carrick was ambushed by a pair of rakghouls who dragged the Jedi to the laboratory of Pulsipher where the Mandalorian scientist, now realizing for himself the power the Muur Talisman possessed, demanded Carrick tell him how to unlock the relic's further powers over the rakghouls. In the presence of a Jedi, the talisman abandoned Pulsipher and the rakghouls he had previously commanded then slaughtered him. Before the talisman could bind itself to Carrick, however, Celeste Morne intervened and took the talisman onto herself. Using the Muur Talisman's power in conjunction with her own Force-sensitivity, Morne took control of the rakghoul horde. Over one million Mandalorian Neo-Crusaders had been turned into rakghouls, all now under the control of Morne. But with that power came the threat of dark side corruption from Karness Muur's spirit, and Morne chose to allow herself to be sealed away in the oubliette of the Sith Lord Remulus Dreypa, one of the Force-related items Pulsipher had collected in his Ice Citadel laboratory. With Morne sealed inside Dreypa's oubliette, the rakghouls lost their temporary intelligence and set upon each other, nearly killing Carrick and his companion, Gryph, as they fled the world aboard the Moomo Williwaw. Moments later, the Mandalorian fleet appeared over Jebble and, heading Carrick's earlier warning against the rakghouls, Cassus Fett ordered the orbital bombardment of Jebble via nuclear missiles. The rakghouls were wiped out, and the oubliette containing Morne and Karness Muur's talisman sunk beneath the water formed from Jebble's melted glaciers.

Jedi Civil War

Though the Muur Talisman, the original source of the rakghouls, was lost beneath the surface of Jebble, the rakghouls were not gone from the galaxy. Taris' Undercity remained infested with the creatures, and more were transformed regularly after being bitten and scratched by pre-existing rakghouls. By the time of the Jedi Civil War, it was estimated that up to 60 million beings on Taris had been infected, but because the plague was mostly confined to the Undercity and lower levels generally populated by the planet's criminal class, the Taris government made little effort to combat the disease. The Mandalorians were later driven from Taris by Republic forces under the Jedi Knights Revan and Malak, but in 3956 BBY Sith forces under the recently turned Darth Malak occupied Taris. With them came a serum that could heal those infected by the rakghoul plague who had yet to complete the transformation, but the Sith restricted access to the serum to those Sith troopers that were sent down into the Undercity.

An amnesiac Revan—his memory of his time as a Sith Lord after falling to the dark side removed by the Jedi Council—later found a vial of the curative serum on the body of a dead Sith trooper while on Taris, and used it to heal several Outcasts infected with the rakghoul plague before finally giving it to the Upper City doctor, Zelka Forn. Forn was able to use this sample to synthesize a mass-produced serum that he shipped to the Outcasts and sold at a low price to all Tarisians. Shortly afterwards, Taris was subjected to a devastating orbital bombardment by Darth Malak's Sith armada, killing an untold number of beings on the planet, including a significant number of rakghouls.

The Great Galactic Wars

During the Republic's efforts to rebuild Taris around the time of the first Great Galactic War, it was discovered that a number of rakghouls had survived the bombardment. Bands of these rakghouls roamed beyond the reaches of the Undercity and up to the surface, and reports claimed that some of the vicious creatures had evolved, displaying new powers.

The rakghouls would again reassert their infectious plague upon the galaxy with the help of a maddened scientist named, Sannus Lorrick. Spending years illegally experimenting on sentient species with gene-splicing and viral modification, the insane doctor would be stricken of his position as the Royal Science Advisor to the Tion Hegemony and exiled. Seeking revenge, Lorrick would find the rakghoul plague as his new subject of obsession in his secret lab on Ord Mantell. There he would modify the plague to his will, creating rakghoul abominations such as Project Savrak and sentients modified with the creatures' strength. Hiring a smuggler named Melarra to unknowingly transport one of his infected lab animals to the planet of Kaon, Sannus would finally get his revenge. The plague spread fast and wide, infecting 4 planets in the Hegemony and untold billions of people. Upon investigation, Republic and Imperial forces would find the cause of the plague, send a strike team to Lorrick's lab in the Lost Island and end the crisis.

Before Dr. Lorrick was defeated, the insane scientist would gift one his infected animals, a risp, to a smuggler named Zama Brak. The infected risp bit the smuggler, who was at the time traveling on the passenger liner called the Stardream, and start the plague on the cruise ship. Following the infection of the crew, the Stardream crashed on the planet Tatooine restarting a crisis of galactic proportion. The Sith Empire (Post–Great Hyperspace War) and the Galactic Republic would quarantine the planet and seek to contain the plague but would be met with disappointment when volunteers hoping to help in the efforts on the planet spread the virus further throughout the galaxy. Sometime during the plague, the CEO of Galactic Solutions Industries, Addalar Hyland's children were killed on the desert planet, which motivated the grieving father to create the Hyland Organization for Rakghoul Neutralization.

The disease would once again appear on the planet Alderaan where earlier reports indicated strange animal attacks, devoid of signs of Killik signatures, on patrolling soldiers. Addalar Hyland and THORN reacted quickly, using the retrofitted GSI weapon called the Spike, the organization was able to enter into the rakghoul tunnels to quell and study the deadly plague. Within the tunnels, THORN scientists discovered a new ecosystem that allowed the virus to flourish without the need to infect other creatures. Found in the rakghouls' DNA was a code that was similar to fungal species. This allowed the rakghouls to reproduce, first spawning as raklings and growing to more specialized subspecies such as the Eyeless and creatures that bred and harvested fungal matter.

Death and rebirth

\"And the Covenant? Was it successful?\"

\"I know nothing of a 'Covenant'…\"

\"Then what about the rakghouls?\"

\"Isolated on Taris and eventually wiped out…\"

- Celeste Morne and Fane Peturri, after Morne awoke from Dreypa's oubliette after four thousand years

Over time, the rakghouls were isolated on Taris and—possibly due in part to the serum Revan recovered—driven to extinction. But while the Muur Talisman remained, the threat of the rakghouls did as well. Approximately fourteen hundred years before the galaxy-spanning Clone Wars, ice miners discovered the oubliette of Dreypa beneath the surface of Jebble. A mystery to its finders, the oubliette became known as the \"Jebble Box\", and the inability to open it or scan what was inside bred numerous rumors as to its origins. Collectors bought and sold the box they believed to be an ancient Jedi treasure, and wars were even fought over the mysterious object. The Republic eventually fell to the machinations of the Sith Lord Darth Sidious, and was reorganized into the Galactic Empire, lorded over by the once Supreme Chancellor-turned-Galactic Emperor Palpatine, Sidious' public persona. By this time, the Jebble Box came into the possession of the crew of the Uhumele and they attempted to sell it to scholar and historian, Fane Peturri. Peturri was in league with Darth Vader, and Vader claimed the Jebble Box for himself during the proceedings, freeing the imprisoned Celeste Morne and with her, the spirit of Karness Muur. Upon learning Vader was a Sith, Morne attacked him, and the two engaged in a lightsaber duel on the desolate moon where she had awoken. Vader's skill was too great for Morne to fight alone and, faced with death and the possibility that once she was gone the talisman would attach itself to Vader, Morne was forced to tap into the talisman's power for herself, turning Vader's cadre of stormtroopers and Fane Peturri into rakghouls under her control. Outnumbered, Vader fled onto his shuttle. At the same time, the crew of the Uhumele were fleeing when Morne triggered the talisman's powers; Crys Taanzer, the only human member of the Uhumele's crew, transformed into a rakghoul and Captain Schurk-Heren was forced to end her life. Morne was abandoned on the desert moon where she had been revived, left with only the spirit of Karness Muur and the group of rakghouls she had spawned as company.

Breakout

\"What are these things? I've never seen anything like them!\"

\"Me neither. But figure it out after they're dead!\"

- Leia Organa and Han Solo, upon encountering rakghouls for the first time

Nearly twenty years later, Vader had not forgotten about Morne and in a mission to ascertain whether or not she still lived, he sent a company of heavily armed stormtroopers back to the deserted moon. Still very much alive, Morne used the Force to violently crash the Imperial shuttles on the moon's surface, and subsequently transformed their stormtrooper crew into rakghouls. With this knowledge, Vader turned to his spy, Wyl Tarson, with instructions to leak word of a secret Imperial weapon located on the moon, and ensure that it was noticed by members of the Alliance to Restore the Republic, a group of rebels that had been formed in the years since Vader had first confronted Morne as a force to oppose the oppressive Empire and restore the Republic that it had once been. Unable to resist an attempt to claim the Empire's weapon for themselves, several members of the \"Rebel Alliance\"—among them the likes of Princess Leia Organa, Luke Skywalker, Han Solo and his Wookiee companion Chewbacca, and the former clone trooper Able—undertook a mission of their own to the barren moon. Almost immediately upon touching down, the rebels were beset by the rakghoul horde, and several members were bitten and transformed into rakghouls themselves. A small number of the rebels escaped onto Han Solo's ship, the Millennium Falcon, while Skywalker was captured and taken to the cave where Morne had been living.

Convinced by the spirit of Karness Muur that the Jedi had abandoned her, Morne attacked Skywalker while Organa rushed to his aid. When Morne turned her lightsaber on Organa, the recently arrived Able opened fire in her defense, only to be turned into a rakghoul for his heroic efforts. Sensing the Force within both Skywalker and Organa, Muur dislodged his talisman from Morne and attempted to take a new, more maleable host. But Morne, coming to her senses, batted the talisman away from the two rebels and took the burden of the talisman back upon herself. As Morne turned her back on the two, Skywalker and Organa became the focus of Morne's legion of rakghouls, though the timely arrival of Solo and the Millennium Falcon allowed them to escape without injury. The rebels left behind the main shuttle they had used to reach the planet, and Morne decided to take it for herself; her numerous rakghouls followed her aboard and took their place as the new crew, lifting off and heading for orbit where an Imperial-class Star Destroyer awaited. Before the Imperial crew could attack the shuttle, Morne again tapped the powers of the Muur Talisman to transform those aboard into rakghouls and as she flew away into space, the Star Destroyer plummeted into the moon and exploded.

A guided weapon

\"This is ancient Sith alchemy, my lord. There is a holocron that speaks of creatures who caused a plague on ancient Taris…the festering wounds he suffered resembled the infectious bite of these 'rakghoul'. How strange. Rakghouls have been extinct for a millennia, yet one transformed Reave…\"

Darth Maladi

Once in possession of a ship, Morne found within herself a desire to explore the galaxy she had been away from for more than four thousand years. However, the desire was not her own, and in fact belonged to the spirit of Karness Muur; once Morne discovered this, she instead took her shuttle into the Deep Core with the intention of protecting the greater galaxy from the threat of Muur and the rakghouls. There she and her rakghouls would remain until 127 ABY, when her shuttle was taken aboard by the Pellaeon-class Star Destroyer, the Iron Sun. Morne believed that the Imperial ship that had captured her served the same Sith-led Empire that Darth Vader had served, and used the Muur Talisman's power to transform the entire crew of the Iron Sun into rakghouls. Over the next ten years, food on the Iron Sun ran out, and the rakghouls began to fight and cannibalize each other in order to survive.

In 137 ABY, the Iron Sun and its rakghoul crew captured another ship, the Mynock, owned by the former Jedi apprentice and Luke Skywalker's descendant, Cade Skywalker. Skywalker and his companions—Deliah Blue, Jariah Syn, along with Jedi Knights Shado Vao and Wolf Sazen, and the Imperial Knights Antares Draco, Ganner Krieg, and Azlyn Rae—began to explore the seemingly abandoned Star Destroyer, only to find the bones of dead rakghouls before being attacked by a group of still-living rakghouls. Morne was able to reassert control over the creatures and halt their attack, but not before Skywalker and Rae were infected with the rakghoul plague. Morne isolated the two from the others and informed them of their unfortunate status as victims of the rakghoul plague, promising quick deaths to Skywalker and Rae both once the transformation took hold. But Skywalker refused to accept his fate, and upon learning that the rakghoul plague was a disease created by but separate from the Force, he used his radical healing ability to cure himself and Rae, much to Morne's surprise.

Impressed by Skywalker's power, Morne vowed to aid him and his companions in their mission to kill the current Dark Lord of the Sith, Darth Krayt, and together they struck at the Imperial base on Had Abbadon. There, they engaged the Devaronian Sith Lord Darth Reave; Morne transformed Reave's stormtroopers into rakghouls that quickly turned upon their former master, and even Reave's dual lightsabers couldn't save him from being scratched before he managed to flee. Reave rushed back to the Temple of the Sith on Coruscant where he informed Darth Krayt and his Sith allies about Skywalker's presence on Had Abbadon before succumbing to the rakghoul plague, transforming into a rakghoul, and attacking Krayt. The rakghoul that had once been Reave was slain by Krayt's Hand, Darth Stryfe, and its body was looked over by the Sith scientist, Darth Maladi, who was surprised to see a rakghoul when they were believed to be extinct. A message from Celeste Morne, acting as Karness Muur and pretending to have Skywalker as her hostage, drew the Sith to Had Abbadon where they were ambushed: in addition to Skywalker, the Jedi, and the Imperial Knights, Krayt and his Sith were attacked by groups of Morne's rakghouls. The rakghouls would even defend Morne from the attack of Antares Draco, when he attempted to kill her and take the Muur Talisman for Emperor Roan Fel. The rakghouls were beaten back in large numbers by both Draco and the Sith, falling to Sith lightning and deadly lightsaber strikes, but Krayt himself was mortally wounded in a combined attack from Azlyn Rae and a Karness Muur-guided Morne. With Krayt down and the other Sith falling to the strike team, Morne turned to Skywalker with a plea to end her life before she fell completely under the sway of Muur's spirit. Skywalker acquiesced, and mercifully killed Morne with his lightsaber; with Morne dead, Muur's talisman attempted to bind itself to Skywalker, but Skywalker refused the temptation of the power Muur offered him, instead destroying the talisman with the Force, and seemingly driving the rakghouls back toward extinction.

Characteristics

\"How can they use speeders and weapons? The rakghouls on Taris are mindless!\"

\"I know the truth now, Zayne. The plague carves out and discards the targets personality—but the being's learned skills remain, waiting to be activated. So, while raks on their own serve only their hunger, the wielder of the talisman can draw upon what they were.\"

- Zayne Carrick and Celeste Morne

Hideous and possessing an appetite for flesh, Rakghouls were non-sentient, and were most commonly simple and animalistic in their behavior, with some even referring to the creatures as \"mindless\". These feral rakghouls, known also as \"lower rakghouls\", were slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looked or smelled like potential food. Though they were not a creature that held to any form of heirarchy, certain rakghouls, known to some as \"rakghoul fiends\", exhibited a manner of influence over their \"lower\" rakghoul brethren. Hardy and vicious, these rakghouls were generally believed to somehow maintain bits of their former intelligence, and would direct other rakghouls to trap and ambush prey; it was even rumored that these rakghouls could use weapons.

Rakghouls only truly reached their full potential, however, when under the power of the Muur Talisman. When a being possessed the Muur Talisman, they were able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls became more demure, and were able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities could not be restored, as all that remained in the rakghouls was an imprint of who they had once been.

The rakghoul plague

\"You said the rakghouls were caused by a plague—do you mean a disease?\"

\"Magic is the vector, but a rakghoul bite or scratch carries a disease, like a virus. It doesn't matter. There is no cure.\"

- Cade Skywalker and Celeste Morne, on the nature of the rakghoul plague.

Rakghouls were a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. But the talisman's powers did not work on all: Force-users and certain non-Human species were immune to the talisman's effects. To rectify this, Muur engineered the \"rakghoul plague\", a virus-like disease which could be spread from a rakghoul's bite or scratch. Individuals infected with this disease would later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The bodywide mutation manifested as the body would become twisted, skin pigmentation would drain and the victim would attain a whitened corpse-like state. Victims would also bleed from pores in the skin, and from places such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation laid in death.

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Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

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If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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\"Grand Admiral Ackbar.\"

\"Grand admiral is an Imperial ranking. I, like you once did, identify as fleet admiral—but you seem to have taken the title 'Grand Admiral' for yourself.\"

- Grand Admiral Rae Sloane and Fleet Admiral Gial Ackbar

Date estabilishedPrior to the heist on Vandor
Notable Individuals
  • Mitth'raw'nuruodo
  • Balanhai Savit
  • Rae Sloane
  • Urtya
Government
  • Galactic Empire
  • Mon Cala monarchy
  • First Order
Location(s)
  • Imperial Navy
  • Mon Cala Mercantile Fleet
  • First Order Military
Position typeMilitary rank
Duties

Commanding officer of a fleet

Grand Admiral was a senior military rank in the Imperial Navy of the Galactic Empire. It was also a rank in the Mon Cala Mercantile Fleet. After the fall of the Empire, the rank was active in the First Order, a successor state of the old Imperial government.

History

\"The Emperor recently promoted me after my victory at Batonn.\"

- Grand Admiral Thrawn

The military rank of Grand Admiral was active during the Imperial Era. Shortly after the Batonn sector insurgency, Chiss Admiral Thrawn was awarded the rank of Grand Admiral by Galactic Emperor Sheev Palpatine after Thrawn's victory at Batonn. During the Lothal campaign, Balanhai Savit also had the rank of Grand Admiral, and attended a meeting with Thrawn, Grand Moff Wilhuff Tarkin, and Director Orson Callan Krennic regarding funding for the TIE Defender program and delays concerning Project Stardust. At that time, Thrawn and Savit were two of the twelve Grand Admirals serving the Empire.

During the Galactic Civil War, Mon Cala monarchy Regent Urtya served as the Grand Admiral of the Mon Cala Mercantile Fleet, which at the time was commandeered by the Galactic Empire.

Following the Battle of Endor, Rae Sloane served as Grand Admiral and commanded the remnants of the Imperial Navy. New Republic Fleet Admiral Gial Ackbar was considered a Grand Admiral by Imperial officers, although it was not an official rank utilized by the New Republic. Sloane continued to posses the rank of Grand Admiral during the time she was part of the First Order.

Description

The Imperial rank of Grand Admiral was one of the senior ranks in the entire Imperial Military, and to be given the title was seen as a great honor. A Grand Admiral was typically given command of a fleet, such as Thrawn with the Seventh Fleet and Savit with the Third Fleet.

Uniform

Unlike the traditional Imperial uniform, which generally consisted of a plain gray tunic, the Imperial Grand Admiral's uniform was white with golden epaulets. Such accessories were generally uncommon in the Imperial Military, as they seemed to put an emphasis on status above duty and humility.

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When the Grand Admiral makes a saving throw against illusions or to resist charm and fear effects, it may add its Intelligence modifier (8) to the roll.

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The Grand Admiral's techcasting ability is Intelligence (tech save DC 22, +14 to hit with tech attacks). The Grand Admiral innately knows the following tech powers: At-will: assess the situation, analyze, decryption program, detect enhancement, spot the weakness, detect invisibility, detect traps 3/day each: element of surprise, explosion, tactical advantage, ballistic shield, salvo, friendly fire, greater analyze 1/day each: contingency, find the path, tactical superiority, stun, predictive AI.

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For 1 minute, the Grand Admiral can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Grand Admiral. A creature can benefit from only one Leadership die at a time. This effect ends if the Grand Admiral is incapacitated.

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If the Grand Admiral fails a saving throw, it can choose to succeed instead.

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The Grand Admiral's ranged weapon attacks ignore half cover against targets within 15 feet of the Grand Admiral. The Grand Admiral gains a +3 bonus to attack rolls made with a pistol.

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The Grand Admiral's attack rolls cannot suffer from disadvantage.

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The Grand Admiral has advantage on saving throws against tech powers.

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The Grand Admiral can focus a target down with the help with an ally. Once per round, whenever a creature is attacked by someone other than the Grand Admiral, the Grand Admiral can use its reaction to make one weapon attack against them.

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.

The Grand Admiral makes three melee weapon attacks or three ranged weapon attacks.

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Ranged Weapon Attack +14, Range 40/160 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The Grand Admiral chooses a number of allies up to its Intelligence modifier (8) within 60 feet who can see or hear it. The chosen allies may then immediately use their reaction to make one weapon attack against a target of the Grand Admiral's choice. It may choose the target for each attack separately.

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The Grand Admiral can move up to its speed without provoking opportunity attacks.

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The Grand Admiral can cast an at-will power.

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The Grand Admiral makes one Heavy Pistol, Techblade, or Unarmed Strike attack.

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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As a bonus action, the tusken can move up to its speed toward a hostile creature that it can see.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage

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Ranged Weapon Attack +3, Range 150/600 ft., One target. Hit : 6 (1d10+1) kinetic damage

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\"Remember what you were saying about 'worse than destroyers?' I think we're looking at them.\"

Anakin Skywalker, to Obi-Wan Kenobi and referring to MagnaGuards

ManufacturerHolowan Mechanicals
Class
  • Bodyguard droid
  • Battle droid
Height1,95 meters
Mass123 kg
GenderMasculine programming
Sensor colorRed

The IG-100 MagnaGuard, also known as the Self-Motivating Heuristically Programmed Combat Droid, was an advanced type of battle droid that was used during the Clone Wars as bodyguards of General Grievous, as per Count Dooku's order, as well as being specialized infantry on the battlefield. After the InterGalactic Banking Clan secured Grievous's services as an enforcer, they refused to hire his Kaleesh, and thus the cyborg general demanded a cadre of \"more intelligent battle droids\" to serve him. The construction of the MagnaGuards was then commissioned for Grievous's service, though the Jedi-killing droids were also occasionally employed to escort Count Dooku himself.

Appearance and characteristics

\"I saw an Intel report on this. I think they are Grievous's personal bodyguard droids. Prototypes built to his specifications. To fight Jedi.\"

- Anakin Skywalker, to Obi-Wan Kenobi

Constructed by Holowan Mechanicals, MagnaGuards were roughly two meters tall, with a humanoid body shape, but possessed a far-superior mechanical anatomy. This allowed for superhuman acrobatics, speed, and combat ability. Their internal systems were furnished with advanced combat learning programs, which, compared to most of the droids utilized by the Confederacy of Independent Systems, allowed the MagnaGuards to adapt to a highly diverse variety of tasks. These tasks ranged from melee and ranged combat to starfighter control. The faces of the MagnaGuards featured two red photoreceptor \"eyes,\" which were complemented by a backup system mounted on the chest. The droid's weapon of choice was the lightsaber-resistant electrostaff, and wore cloaks and head wraps similar to the garments of Grievous's old Izvoshra elite during the general's time as a Kaleesh warlord. They were known to sport Mumuu markings on their cloaks matching those on Grievous' mask. Several models of the IG-100 existed, superficially denoted by color—black, alabaster, blue, and the rare gray were all spotted throughout the war. Each model had a specific programming, training, and thus specialty. These droids were part of the same Holowan Mechanicals series as the later IG-88 line. MagnaGuards were also capable of speech and were programmed to taunt their opponents in a low growling Basic. Aside from Human speech, they appeared to occasionally use an audible form of droid language. When in distress, such as when pinned to the ground, they also make yelping sounds.

Hardiness

MagnaGuards were fully optimized to battle and kill Jedi. This was due to not only their impeccable melee functionality but also their capability to withstand a massive loss of structural integrity before total system failure, as well as their inability to feel pain. Even after decapitation, or bisection, they could continue to effectively engage a target. The only sure way to destroy a MagnaGuard would be to stab them in the chest. In addition, they were partly plated with strong duranium armor making it very hard for even a Jedi to destroy the droid.

Training

\"The age of the Jedi is over.\"

- An unknown MagnaGuard

General Grievous was given the bodyguards even though he was very impatient with droids due to their many limitations such as limited artificial intelligence. Count Dooku then commissioned Holowan Mechanicals to develop a cutting-edge warrior droid that would meet Grievous's standards. Upon activation, Grievous destroyed all the MagnaGuards present, venting his frustration at being treated as a droid. Grievous then personally trained the rest of his bodyguards in the seven classic styles of lightsaber combat so that they could effectively engage and then kill Jedi. Grievous would not allow any repairs to be made to the droids, believing that their numerous scrapes and battle scars made them more intimidating to enemies. Grievous engaged his bodyguards in practice fights as part of training, often damaging them in the process.

History

\"What in the galaxy was that?\"

- RC-1262, upon first sighting an IG-100

Clone Wars

The droids were first used in combat during the Battle of Parein II 4, where one of Grievous's MagnaGuards killed the Jedi Sannen by thrusting its electrostaff through his throat. The MagnaGuards soon proved to be formidable, capable of taking on Jedi and clone troopers with ease, and were regarded as being even more daunting than droidekas by some. Despite their many strengths however, they were by no means invulnerable as Boba Fett managed to momentarily incapacitate one with an ion stunner during the Second Battle of Xagobah, though the bounty hunter was ultimately defeated and left for dead by Grievous himself. Along with their combat duties, General Grievous eventually began using MagnaGuards to do his dirty work, such as when they were used to torture Jedi Master Koth on Saleucami.

The MagnaGuards also played a role during Anakin Skywalker and Ahsoka Tano's mission to Tatooine, they were attacked in the exosphere by several MagnaGuards piloting Rogue-class starfighters. After destroying the droids and reaching the surface of the planet, Ahsoka Tano fought and destroyed three more MagnaGuards, while Anakin fought off Count Dooku.

During a mission to destroy a CIS listening post near Ruusan, Anakin Skywalker battled several MagnaGuards that were preventing R2-D2 from being rescued.

MagnaGuards were present at Grievous's castle on Vassek's third moon. Upon Grievous's return to his castle, he discovered his force of elite MagnaGuards had mysteriously been deactivated. When Count Dooku alerted him of the infiltration of his castle by Jedi Master Kit Fisto and his former apprentice, Nahdar Vebb, Grievous realized Dooku himself had deactivated his guards to see if Grievous was adept in handling the Jedi by himself, as Grievous had recently suffered a chain of defeats. During this mission, one MagnaGuard was sent to destroy the Nu-class attack shuttle with a rocket launcher, while another squad was sent to destroy Kit Fisto's Jedi starfighter. However, Fisto's astromech droid managed to personally pilot the ship to safety. Meanwhile, Nahdar Vebb, who was already in the Castle, managed to destroy Grievous's entire escort of droids, only to be killed by Grievous himself.

The bounty hunter, Cad Bane, while under contract with the CIS, was given several MagnaGuards for use in capturing keeper of the kyber memory crystal, Jedi Master Bolla Ropal. One stood sentry as Cad Bane tortured the Jedi to death, afterward using its staff to crudely check for any vital response from the dead Rodian.

The droids were often employed to capture or kill Jedi, such as during the capture of Jedi Master Eeth Koth over Saleucami. The droids aided the General in getting the upper hand on Koth, surrounding the Jedi and slowly wearing him down with electrostaff strikes. Once Koth was captured, the droids tortured the Jedi in a transmission sent to the Jedi Temple on Coruscant. However, they were unaware that the Zabrak was still cognizant, resisting their torture, and sending a coded hand signal to alert the Jedi to his location. Dooku also used MagnaGuards in subduing Skywalker during a skirmish on Naboo. Dooku and the MagnaGuards were able to capture Skywalker in order to do prisoner exchange for General Grievous. Two of these droids fought Skywalker and Kenobi atop STAPs on Utapau. The droids were also used during the Battle of Boz Pity, under Dooku. During the battle, two of them distracted Mace Windu long enough for the Count to make his escape, and one of them almost killed Asajj Ventress with a blaster under Dooku's orders.

Delta Squad was forced to fight several MagnaGuards on Kashyyyk during their rescue of the Wookiee chieftain Tarfful. The clone commandos managed to destroy the droids with great difficulty.

Near the end of the war, MagnaGuards assisted Grievous in the kidnapping of Supreme Chancellor Palpatine during the Battle of Coruscant. Shaak Ti faced off dozens of MagnaGuards with difficulty before they retreated, alerting her to the Chancellor's danger. This led to a rescue mission, in which Anakin Skywalker and Obi-Wan Kenobi fought two of the droids on the bridge of General Grievous's command ship, the Invisible Hand, before rescuing the Chancellor. Kenobi beheaded his opponent, only to find himself engaging a still-functioning headless droid. Skywalker managed to bisect the second droid as Kenobi finished the first off.

Kenobi also faced four MagnaGuards on Utapau shortly before his fight with Grievous. He incapacitated three of them immediately upon using the Force to drop a large block of metal upon them. The fourth was partly pinned under the block, and then decapitated by Kenobi.

Post-Clone Wars

Following the massacre of the Separatist Council by Darth Vader, under Darth Sidious's orders, all IG-100 MagnaGuards were deactivated. However, the Geonosian Gizor Dellso would later reactivate and use IG-100 MagnaGuards as infantry in his personal army. At least a decade later, two MagnaGuards were reactivated by the Galactic Empire for use as N-K Necrosis's bodyguards, and re-designated as NK-3s. In addition, a delivery was made for a TK-555 bobble-head, a battlefield diorama, and blueprints for the IG-100 MagnaGuards. The bureaucrat Narp Pilyev owned two MagnaGuards and used them as security guards, to protect his apartment on Coruscant. Aside from these examples, other persons of note occasionally employed them as guards and henchmen. Many IG-100s were commissioned at the end of The Clone Wars which was part of the reason that there were enough IG-100s to create a private army.

Weapons and equipment

Armaments

Grievous's bodyguards notably wielded high-quality phrik alloy electrostaffs, blunt energy weapons which emitted a visible, pink, electromagnetic pulse on each end. The lightsaber-resistant nature of phrik allowed the MagnaGuards to effectively deflect and attack a Jedi's lightsaber. This, coupled with the specialized combat mechanics of the droids, made them a dangerous enemy, even to those skilled in the Force. Despite their specialization in electrostaffs, the on-board combat systems of the MagnaGuard, coupled with human like hands allowed them to be trained to operate a vast array of available weapons in addition to much more specialized armaments. Depending on the time and necessity, MagnaGuards were known to use blaster rifles, grenades, rocket launchers, remote-controlled drones, and lethally irradiating weapons as well as regular melee weapons.

On-board utilities

Along with their weapons, the droids made use of many gadgets, such as built-in tow-cables, a personal cloaking device, and magnetized limbs. At least one MagnaGuard was known to have the ability to extend its arm many times its usual length. Another tool was a violent self destruct sequence, used if the system was still functional after severe damage. This was utilized by MagnaGuards who were encountered by clone commando squad Delta on Kashyyyk. In addition, these particular droids could fire pairs of small seeking missiles from internal magazines in their back plating.

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The droid adds 3 to its AC against one melee attack that would hit it. To do so, the droid must see the attacker and be wielding a melee weapon.

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The MagnaGuard makes two electrostaff attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 7 (1d6+4) energy damage

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\"He is a wound in the Force, more presence than flesh, and in his wake life dies, sacrificing itself to his hunger.\"

- Visas Marr to the Jedi Exile

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Nihilus, Lord of Hunger

Little was known of Darth Nihilus's history. He was most likely a Jedi during the Mandalorian Wars, who had followed Revan to war. Nevertheless, he ended up fighting at Malachor V. One of the battle's few survivors, he was stranded in orbit around the planet. His high Force potential and power were demonstrated when he tore his new flagship, Ravager from the gravity well. The ship was barely space-worthy, severely damaged by Mandalorian artillery. It also contained a crew, drained of all life and emotion by its captain. Nihilus came upon the Trayus Academy at some time, seeking training from Traya. He received it, sharing equal prestige with another student, Darth Sion. During his time at the academy, he learned how to drain the Force, create wounds in it, and use Kreia's echoes to his advantage. Eventually, his training and abilities made him into a shell of his former self, a wound in the Force, corrupting those around him. Nihilus was different from other Sith in that he never sought to rule the galaxy or to create a new order; his purpose was to destroy all life everywhere in order to satisfy his hunger.

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The sith gains 10 (3d6) temporary hit points whenever a creature dies within 20 feet of it.

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Enemies have disadvantage on death saving throws while within 30 feet of the sith devourer.

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If the sith devourer takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. The sith cannot use this ability again until after a short or long rest.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MTJmNWVhZGEyNzBi","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

The sith devourer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The sith knows the following force powers:

At-will: affect mind, denounce, force push/pull, necrotic

charge, saber reflect

1st-level: battle precognition, force body, hex, sap vitality

2nd-level: darkness, drain vitality, phasewalk

3rd-level: choke, dark aura, force lightning, sever force

4th-level: force immunity, shocking shield, shroud of darkness

5th-level: improved force scream, improved phasewalk,

telekinesis

6th-level: crush, force chain lightning, improved force

immunity

7th-level: force lightning cone, ruin

8th-level: death field

9th-level: kill

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZGUyMmUwMGY4YTA1","flags":{},"name":"Force Detection","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

The Sith can sense the presence and direction of a cast force power within 120 ft.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzQ4MjQ0ZmM5OWJk","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

The Sith has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MGNlMWI0NDUwMWVk","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

If the sith fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZjI2MzUzZjA0YWYy","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

While the sith is wearing no armor or shield, its AC includes its Consitution modifier.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MmNiN2RjMmFlYmEw","flags":{},"name":"Rebuke of Annihilation","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

When the sith devourer takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the sith.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NjUyYjJlOGRmNDE4","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage.

The sith makes three lightsaber attacks. It can replace one attack with a drain life attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZDc2Y2I1OWMxYzg5","flags":{},"name":"Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"NmMxMTc1ZTY3MzQ5","flags":{},"name":"Drain Life","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 19 (4d6+5) necrotic damage.

The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and the sith regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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.

The sith devourer draws all force energy in a 30-foot radius toward it. Every creature of the sith’s choosing in the affected area takes 18 (4d6+5) necrotic damage, or half damage with a successful DC 20 Constitution saving throw and the sith glutton gains hit points equal to half the damage taken.

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.

The Sith Devourer casts an at-will power.

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.

The Sith Devourer uses its drain life action.

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.

The Sith Devourer disrupts the flow of the force in a radius centered on itself. Until the start of the glutton’s next turn, no creature within 30 feet of it can regain hit points.

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The Sith makes a deadly sonic attack. Each creature within 20 feet of the sith must succeed on a DC 20 Constitution saving throw or be stunned until the end of the sith’s next turn.

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\"Observation: This cave is infested with shyracks, a species of easy-to-kill winged pests. They shall prove useful for testing my blaster accuracy ratio.\"

- HK-47

DesignationNon-sentient
Habitat

Caves

Homeworld
Korriban

Shyracks were large, bat-like avian creatures with razor like teeth native to the caves of Korriban.

Biology and appearance

These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks were potentially dangerous pests, especially when they converged as a flock on an intruder. They were native to the Shyrack cave of Korriban and were natural rivals to the feared Tuk'ata.

History

Revan encountered numerous shyracks while exploring the tombs in the Valley of the Dark Lords, where he helped rescue rebellious Sith students who fled the academy into the caves after refusing to kill Dreshdae civilians.

Meetra Surik discovered the tomb of Ludo Kressh within the very same cave, albeit deeper and farther into the mountain than Revan ventured.

By the time of the Cold War, they were still a dominant species inside the tombs now developed into various types.

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The Shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} +{"_id":"c1T0KhBRNlZDeDxE","name":"TX-225 Occupier Tank","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":23,"proficient":1,"min":3,"mod":6,"save":9,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"armor plating"},"hp":{"value":85,"min":0,"max":85,"temp":0,"tempmax":0,"formula":"9d8+45"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":85,"min":0,"max":85},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"
Manufacturer

Rothana Heavy Engineering

ClassGround assault vehicle
Cost45.000 credits
Length7,30 meters
Height/Depth1,82 meters

The TX-225 GAVw \"Occupier\" combat assault tank, also known as the TX-225A Occupier tank, or simply the Imperial combat assault tank, was a track-propelled ground assault vehicle used by the Galactic Empire, and operated by a commander and two pilots. The tank had great maneuverability in tight quarters, such as the streets of occupied cities. Its laser cannons could devastate enemy troops, and the powerful engines could transport heavy payloads.

History

In 0 BBY, Imperial combat assault tanks were deployed to the Holy City of Jedha during the Empire's occupation of the desert moon to transport kyber crystals. Several of Saw Gerrera's Partisans destroyed one combat assault tank and stole all of the kyber crystals that were being held on the cargo bed.

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The tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The outer layer of the tank is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the tank takes no damage from that attack. If the tank takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The tank requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The tank's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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.

The tank makes two laser cannon attacks

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 15 (2d10+4) energy damage

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The tank launches a barrage of cannon fire at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) energy damage on a failed save, or half as much damage on a successful one.

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.

Each creature of the tank's choice that is within 80 feet of the tank and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tank's Frightful Presence for the next 24 hours.

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Mole serpents were burrowing predators native to the Kathol sector. They dwelt almost entirely underground and ranged from 10-28 meters long. One such creature escaped into the deserts of Tatooine. The creatures are the natural predators of the Tirginni beasts.

HomeworldKathol sector
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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d8+9) kinetic damage.

If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the mole serpent. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mole serpent, and it takes 14 (4d6) acid damage at the start of each of the mole serpent's turns. If the mole serpent takes 25 damage or more on a single turn from a creature inside it, the mole serpent must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mole serpent. If the mole serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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\"Nothing beats gizka, though, when it comes to being a true pest.\"

- Dexter Jettster

DistinctionsReproduced every few days
Homeworld
  • Possibly Lehon
  • Manaan (immigrated)

Gizka were small reptiles that could be found all across the galaxy.

Biology and appearance

\"Humansssss...taste like gizka.\"

- Anonymous Trandoshan

Whatever their native world, their extraordinary reproduction rate led to a fair amount of gizka on many worlds, even including uncharted planets such as Lehon, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited, as they commonly ate electrical wiring.

They were the source for the delicacy gizka steak. Some species of sentient carnivores, like Trandoshans, seemed to think that gizka were one of those kinds of animals that \"everything tastes like.\"

History

The Ebon Hawk once played host to a temporary colony of gizka, in an incident involving mishandled cargo, an Aqualish and a Tatooine shipping company.

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The gizka can't use its blindsight while deafened.

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The gizka's long jump is up to 10 feet and its high jump is up to 5 ft., with or without a running start.

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Melee Weapon Attack +0, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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DesignationNon-sentient
Average height1,75 meters
Average lifespan90 standard years
Homeworld

Tatooine

HabitatDesert

Eopies were quadruped herbivores native to the planet Tatooine. These tough creatures were acclimated to their homeworld's endless deserts, and as a result were domesticated by the planet's inhabitants. They often worked as transports or beast of burden, though they were often bad-tempered and stubborn, and could break wind if their load was too heavy. Eopies were observed to exhibit flatulence. As such, when riding a caravan of eopies, it was recommended to always ride on the foremost animal.

Eopies were also found on the planet Saleucami, and the desert moon Zardossa Stix, as well as in the forests and jungles near the Black Spire Ruins of Batuu.

On some planets, eopie was served as a delicacy. Power Sliders, a small diner located in a small settlement on the remote world of Abafar, had eopie stew on its menu.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Average height5-19 meters
Average mass1.650 kilograms (5 meter specimen)
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor deals double damage to objects and structures.

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The rancor makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 19 (2d12+6) kinetic damage.

If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

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Ranged Weapon Attack +10, Range 60/240 ft., One target. Hit : 25 (3d12+6) kinetic damage

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The rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 21 (6d6) acid damage at the start of each of the rancor's turns. If the rancor takes 25 damage or more on a single turn from a creature inside it, the Rancor must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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When the engineer casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

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The engineer is a 7th-level tech-caster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points.

The engineer knows the following tech powers:

At-will: acid splash, jet of flame, cryogenic burst,

electroshock

1st-level: smoke cloud, homing rockets, overload

2nd-level: magnetic field, acid dart, scorching ray

3rd-level: explosion, tactical advantage, kolto cloud

4th-level: cryogenic storm

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 3 (1d4+1) energy damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ODFiZDUzOWU0ZjUz","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NmEyNTIyNWUwMWI4","flags":{},"name":"Sole Leader (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000}]} +{"_id":"cX1DcIA4ap34BOXH","name":"**Imperial Knight Squire","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered battle armor"},"hp":{"value":64,"min":0,"max":64,"temp":0,"tempmax":0,"formula":"8d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":64,"min":0,"max":64},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 17","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","token":{"flags":{},"name":"Imperial Knight Squire","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"cX1DcIA4ap34BOXH","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":64,"max":64},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"MTQ3MDk3NjdiMzQ2","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

The Imperial Knight Squire's Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, 15 force points).

It knows the following Force

Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force jump, force throw, phase strike

2nd level: animate weapon, phase walk, rescue

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NmU4Yjc2OTJhMTJm","flags":{},"name":"Praetoria Vonil","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

The Imperial Knight Squire attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTVjODMyNGM3NGM5","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

The Imperial Knight Squire adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Squire must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NGJhMTI1YjhkNWQy","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Squire can see attacks a target other than the Imperial Knight Squire that is within 5 feet of the Imperial Knight Squire, the Imperial Knight Squire can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YjAzNjA1MWE5MWNm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Imperial Knight Squire makes two attacks with its Martial lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MWNiNDk1YTU5M2E5","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) energy damage plus 4 (1d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"],["1d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"cZTiNvVy2YaWpZz4","name":"**Imperial Knight","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered battle armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":8,"powerLevel":0,"xp":{"value":3900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 18","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","token":{"flags":{},"name":"Imperial Knight","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"cZTiNvVy2YaWpZz4","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":91,"max":91},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"YWI4ZGZlMWEyOTU4","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","data":{"description":{"value":"

The Imperial Knight's Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks, 30 force points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1 level: burst of speed, force jump, force throw, tremor,

phasestrike

2nd level: animate weapon, phase walk, rescue

3rd level: convulsion, knight speed, server force, telekinetic

storm

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The Imperial Knight attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included).

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The Imperial Knight adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight can see attacks a target other than the Imperial Knight that is within 5 feet of the Imperial Knight, the Imperial Knight can use its reaction to impose disadvantage on the attack roll.

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The Imperial Knight makes two attacks with its Martial lightsaber.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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The gundark deals double damage to objects and structures.

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The gundark has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The gundark makes two attacks with its claws. It then makes one bite attack or one pummel attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage.

The target is grappled (escape DC 15) if that claw isn't already grappling a creature. Until the grapple ends, the creature is restrained.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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The monster makes one claw attack against a creature it is grappling. The the attack hits, the monster takes the claw's damage.

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Semi-sentient

Tree

Ithor

Carnivorous

The Vesuvague tree, also known as the Vesuvague Hanging Tree, was a carnivorous, semi-sentient, red-barked tree from the planet of Ithor. It was one of a number of intelligent plants from the world, a category of which included the Bafforr tree.

The vesuvague tree, though rooted in the earth, was able to detect and move itself towards motion by sensing air vibrations in its leaves and ground vibrations in its roots. In order to catch its prey, it used its quickly growing vines and roots, capable of extending multiple meters in mere seconds, to seize, strangle, and crush its food. Once a creature was dead, the tree would bury its vines and roots inside of its prey, and slowly feed off of its bodily fluids.

The tree could be trained to respond to simple commands, much like a pet, and could understand words by using its leaves to sense the vibrations and patterns of spoken languages.

Predatory vesuvague trees were kept at the south end of Gardulla the Hutt's pleasure garden within her Tatooine palace, located near the Dune Sea. The garden's many denizens and forced tourists would observe, not without horror, how the tree's limbs would suddenly drop and attempt to strangle, more often successfully than not, unwary passersby—captive beings that Gardulla constrained to enter the garden for her own and others' perverse entertainment.

Momaw Nadon planted a vesuvague tree in his secret garden in the mountains south of Mos Eisley on Tatooine. It acted as a watchdog for the site, and its reputation warded off stormtroopers and local police. The grove also concealed a secret chamber for hiding local Rebels.

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The vesuvague tree may make two constrict attacks per turn.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 9 (1d8+5) kinetic damage.

If the target is a Large or smaller creature is Grappled (escape DC 16).

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

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On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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The Sith Assassin's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Sith Assassin is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith

Assassin knows the following force powers:

At-will: saber reflect, shock, force push/pull, psychic charge,

mind trick

1st level: battle precognition, phase strike, hex, force mask,

wound

2nd level: dark shear, force camouflage, darkness, phase

walk

3rd level: dark aura, knight speed, sever force, choke

4th level: shroud of darkness, improved force camouflage

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When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

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The Sith Assassin makes two saberwhip attacks.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 7 (1d4+5) energy damage plus 4 (1d8) energy damage

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.

Sith Mastermind casts on of his at will powers.

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.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

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.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

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.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

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\"Service, Fealty, Fidelity.\"

- Imperial Navy Trooper credo

Organization type

  • Soldier
  • Trooper
Sub-group(s)
  • Death Star Troopers
  • Gate officers
Date founded19 BBY
AffiliationGalactic Empire (Imperial Navy)

Imperial Navy troopers, also known as Naval Troopers, were soldiers in the Galactic Empire who were assigned by the Imperial Navy as part of Imperial Fleet Regiments to serve as guards, military police and soldiers onboard its many Star Destroyers and other installations, such as the Death Star.

Overview

Members of the Alliance Special Forces believed that the Imperial Navy troopers were considered a joke and that such soldiers rarely ever expected to enter into combat engagements. While this was the opinion of SpecForce members, this was not entirely true as Navy troopers tended to be both well equipped and adequately trained for their tasks. In addition, they did see combat but tended to lack the edge that blooded troops got from their engagements. Vessels and installations that were located in more remote regions tended to rely more on their Navy troopers. In some cases, such as those units stationed in the Outer Rim Territories, the Navy soldiers had gained enough experience to be a credible threat to their enemies. However, in general, Imperial Navy troopers were not considered a challenge to members of the Rebel Alliance's SpecOps.

These men backed up stormtroopers and were created to provide the Imperial Navy a corps of troops separate from the Imperial Army and the Stormtrooper Corps for protection of their ships. After the initial boarding operations were conducted by Stormtroopers, Imperial Navy troopers often moved in to conduct mop up actions. However, Crix Madine, a former Imperial soldier-turned Rebel General, indicated that the naval troopers are more likely to be encountered during a boarding action.

Besides serving the Galactic Empire as soldiers and security guards, they handled hangar control traffic, monitored sensor arrays, and performed various other duties. They guarded the main conference room on the Death Stars and both arrested and escorted prisoners to their cells.

The Death Star troopers were the first to wear the distinctive black protective helmet and black uniform that soon spread to the other Imperial Navy trooper units. Their primary weapon was either a DH-17 blaster pistol or an E-11 blaster rifle.

History

During the Imperial Period, low-ranking Navy troopers piloted and monitored the orbital climate control mirrors around Coruscant. This was known as \"riding the mirrors\" and was considered the loneliest as well as most tedious assignment at the Galactic Capital.

During the Galactic Civil War, Grand Moff Wilhuff Tarkin selected the most highly trained elite Navy troopers in order to form a special detachment known as the Death Star troopers. These soldiers were the best and brightest within the Empire and were stationed on the Death Star I and the Death Star II.

Some were selected to serve in the Imperial Navy Special Forces.

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.

The Navy Trooper makes two blaster carbine attacks.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 5 (1d6+2) energy damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi can add its ability modifier to the damage of its two-weapon fighting attack.

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The Jedi's attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MTc3N2NmYTE2Y2Jj","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","data":{"description":{"value":"

The Jedi Temple Guard is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points).

The Jedi Healer knows the following force

powers:

At-will: saber reflect, turbulance, force push/pull,force

disarm, sonic charge, burst

1st level: slow descent, battle precognition, phase strike,

force throw

2nd level: stun, phase walk

3rd level: telekinetic storm, knight speed, sever force, force

repulse

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MGIwMmUwMjBiNDRk","flags":{},"name":"Double Bladed Strike","type":"feat","img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","data":{"description":{"value":"

The Jedi can attack with both blades when making an opportunity attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MGNiOGEzOTRiYzJi","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When the Jedi makes three doublesaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"M2Y5MTIyNzE1MjM2","flags":{},"name":"Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"dIezCt8o9dUTHHEg","name":"Dark Side Spirit","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":17,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":""},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"30 ft","special":"fly 40 ft (hover)"},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":40,"min":0,"max":40},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

","public":""},"alignment":"Neutral Dark","species":"","type":"undead","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["cold","necrotic","poison"],"custom":""},"dr":{"value":["acid","fire"],"custom":"Sonic, Kinetic"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","poisoned","prone","restrained","exhaustion"],"custom":""},"senses":"darkvision 60 ft., passive Perception 15","languages":{"value":[],"custom":"The Languages It Knew In Life"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","token":{"flags":{},"name":"Dark Side Spirit","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"dIezCt8o9dUTHHEg","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":40,"max":40},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDQ0YWUyMGQ2MmQz","flags":{},"name":"Incorporeal Movement","type":"feat","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"Mzc5Mzg2NjJmZmUx","flags":{},"name":"Maddening Touch","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 17 (4d6+3) psychic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+3","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"Y2UzZmQ4OWNiYWZm","flags":{},"name":"Whispers of Madness","type":"feat","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

.

The spirit chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the spirit's choice that the spirit can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZTZjNDk2MDMwM2M4","flags":{},"name":"Howling Babble (Recharge 6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

.

Each creature within 30 feet of the spirit that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000}]} +{"_id":"dcL6Qi4bhvcj7q9q","name":"BB Series Astromech Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor plating"},"hp":{"value":14,"min":0,"max":14,"temp":0,"tempmax":0,"formula":"4d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","speed":{"value":"25 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":14,"min":0,"max":14},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"He's a BB unit. One of a kind. Orange and white. Utterly unique and utterly invaluable.\"

- Poe Dameron on BB-8

ManufacturerIndustrial Automaton
ClassAstromech droid
Degree2nd class droid
Height
0,67 meters
Weight18 kg
Sensor colorBlack

The BB-series astromech droid, often referred to as a BB unit, was a model of astromech droid manufactured by Industrial Automaton and active during the era of the cold war, featuring a spherical body that allowed the droid to roll in any direction, with a head usually atop the body but not meant to be permanently physically attached to it (which would inhibit the droid's ability to roll around). Like earlier astromechs, the BB unit could fit into the droid socket of a starfighter. One notable BB unit was BB-8, owned by Poe Dameron, who assisted with the recovery of a map to Luke Skywalker.

Description

\"It's a BB unit with a selenium drive and thermal hyperscan vindicator, internal self-correcting gyroscopic propulsion system, optics corrected to—\"

- Rey, to Kylo Ren, regarding BB-8

The BB-series was a model of astromech droid. Powered by a selenium drive, these droids had an internal orbiculate motor that allowed their spherical bodies to roll across a variety of terrain, keeping their domed heads fixed on top with magnetic casters. Rather than keeping the head tethered by a single contact point, wireless telemetry allowed the two sections of the droid to communicate. The internal gyroscopic propulsion system was self-correcting, and surface sensors on the spherical body allowed the droid to travel across uneven environments such as deserts, with the benefit of its shell being sealed from dust contamination. For areas that proved too difficult for the orbiculate motor to traverse, BB units were equipped with compressed liquid cable launchers that could tether and reel the droid in to hard-to-reach spots. As the droid's body faced in all directions at all times, it needed only to accelerate rather than turn. The BB's dense shell featured six swappable circular tool-bay disks that could be fitted with numerous forms of equipment, such as a magnetic-tipped bolt-spinner.

The droid's domed head was composed of a lightweight cranial frame featuring a large, round primary photoreceptor and a smaller articulated holoprojector array. The droid's sensors featured advanced calibrated synthetic optics. Transmitter and receiver antennae extended from the top of the head, and data ports were located above a band of stainless inoxium girding the bottom of the dome. The head could be dislodged from the body given significant force, but could quickly reattach itself with the magnetic casters.

BB units possessed a dedicated, goal-focused personality, and were protected by self-preservation protocols. However, it was known for some experienced droids to create strong loyalty subprograms that saw them enter into dangerous situations in order to assist their masters and owners. The droids communicated via droidspeak variants of the most common astromech language. BB units also possessed a thermal hyperscan vindicator.

History

\"That BB unit. The First Order is looking for one just like it.\"

- Bala-Tik

Manufactured by Industrial Automaton, the BB-series was an evolution of ball-shaped droids used near the end of the Galactic Civil War, such as prototype therapy droids like QT-9, who saw service assisting New Republic veterans on Hosnian Prime following the Battle of Endor. This knee-high droid rolled on a blue-and-gold body with a square head balanced on top.

The BB-series saw service during the latter years of the New Republic, and some were utilized by General Leia Organa's Resistance. This unit was considered a new-model astromech as of the time of the attack on Tuanul in 34 ABY. Like the older and larger astromech models that preceded it, the BB unit was compatible with the astromech socket of starfighters such as the T-70 X-wing starfighter, and was equipped to control on-board flight and power distribution systems. BB-8 served as the trusty companion of Resistance pilot Poe Dameron, who fostered deep respect for his droid companion and kept BB-8's systems and components up-to-date and well maintained. Although the droid's self-preservation protocols made the droid somewhat skittish and easily frightened, his experiences created a strong loyalty subprogram that caused BB-8 to follow Dameron into numerous dangerous situations.

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The droid has disadvantage on saving throws against effects that deal ion or lightning damage.

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight. Tech Casting. The astromech is a 3rd level tech caster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers. At Will: jet of flame, mending, minor hologram, on/off 1st Level: decryption program, expeditious retreat, hologram, repair droid, target lock 2nd Level: translocate, motivator boost

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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\"One shot, one kill.\"

―Anonymous clone sniper

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone snipers, also known as clone sharpshooters, were a specialized variant of clone troopers who served in the Grand Army of the Republic during the Clone Wars.

History

Unlike the snipers in any traditional army, called from the best shooters, all clone troopers of the Grand Army of the Republic possessed the same eyesight, accuracy, steadiness and patience. However, the sharpshooters received special flash training teaching them the intricacies of being good snipers. The troopers were clones of the Human male bounty hunter Jango Fett[6] who were born on the Wild Space planet Kamino in 32 BBY. They were part of the Galactic Republic's Grand Army. Their training allowed snipers to wait and shoot enemies one at a time.

Their main mission designation was to eliminate Separatist battle droid infantry from a distance to provide cover fire for other infantry units, while also using their recon droids to carry out short-range reconnaissance. Phase I clone snipers were recognizable by maroon armor markings. The sharpshooters fought on a number of battlefronts throughout the Clone Wars, and the 501st Legion had their own snipers, as did Green Company. After the establishment of the Galactic Empire in 19 BBY, the Grand Army of the Republic was dissolved and its assets folded into the new Imperial Military.

Equipment

Clone sharpshooters were equipped with specialized DC-15x sniper rifles (or for late Phase II clones, a different unidentified sniper rifle), DC-15Ss, R-1 recon droids or autoturrets, and V-1 thermal detonators. Their armor was lightweight and suited the sharpshooter perfectly in heavy combat.

For general information about troopers, see Trooper

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The sniper trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Ranged Weapon Attack +4, Range 150/600 ft., One target. Hit : 8 (1d12+2) energy damage.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"These are automated agents of evil!\"

- Plo Koon rallying clone troopers on Geonosis

ManufacturerTechno Union
ClassDroid tank
Cost49.000 credits
Length10,96 meters
Height/depth6,2 meters (7,5 meters with control receiver)
Mass14.400 kg

The NR-N99 Persuader-class droid enforcer, colloquially known as the Corporate Alliance tank droid, CAD and the snail tank, was a tank droid constructed by the Corporate Alliance at first to silence its opposers and later to combat the Grand Army of the Republic.

Description

The tank droid was a six-meter tall automaton with a huge, central drive motor for locomotion supported by four small outrigger wheels. It could also roll on its single traction drive tread. The tank droid was also equipped with a pair of large outrigger arms connected to either side of the drive motor which could be armed with almost any weapon. The Persuader-class's front featured several sensors above its twin photoreceptor eyes. Because of its forward drive motor, the tank droid was not an especially maneuverable vehicle and was very easy to engage when being flanked. To compensate for this, the tanks deployed in tightly packed waves, forming a wall of armor. At a speed of 60 kilometers per hour, the tank had no trouble ramming through walls and mowing down obstacles in its way. Civilians particularly feared the NR-N99 because unlike the IG-227 Hailfire-class droid tank and OG-9 homing spider droid, which would generally avoid civilian targets, the tank droid would simply crush everything in its path with merciless precision.

History

Before the Clone Wars, the tank droid was deployed by the Corporate Alliance against Outer Rim worlds that opposed its development plans or protested against its unfair business practices. It was one of the contributions of the Corporate Alliance to the droid armies of the Confederacy of Independent Systems.

During the Clone Wars, the droid enforcers were equipped with conventional ion cannons and heavy repeating blaster cannons. For special missions, these could be replaced by concussion missile launchers, homing missiles, dumbfire torpedoes, and thermal grenade launchers.

The tank droids were used to accompany larger vehicles such as the Hailfire-class droid tank or OG-9 homing spider droid. In most battles, a pair of NR-N99s would work together to protect a homing spider droid, though three droid tanks were required to adequately defend a Hailfire-class droid tank. The droid enforcer, with its huge central wheel, could also crush to death any unfortunate enemy soldier that got into its path. The Corporate Alliance installed voice modulators into the Persuader-class late in the Clone Wars. A few variants were lucky enough to have passenger space replaced with defensive laser cannon turrets to help destroy enemies if it should be flanked.

The Corporate Alliance tank droids participated in the First Battle of Geonosis, and many other battles during the Clone Wars, such as the Battle of Thule in the Dark Reaper Crisis, although they were lesser used than other Separatist armor. NR-N99s also participated in the Battle of Malastare, but, like every other droid alongside them, were neutralized by the Republic's Electro-proton bomb. Many were deployed at the Battle of Kashyyyk, where, in the role of spearheading an armored assault, they formed the bulk of the Separatist mechanized forces. Towards the end of the Clone Wars, the NR-N99's saw action at the battle at Cato Neimoidia.

The tanks were deployed during a Trandoshan/Confederacy of Independent Systems attack on Kashyyyk and participated in the Rebellion on Felucia.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, all NR-N99 droid enforcers were de-activated.

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The droid tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NTY5ZGQyMTU5NmFh","flags":{},"name":"Heavy Durasteel Armor","type":"feat","img":"systems/sw5e/packs/Icons/monsters/187_-_NR-N99_Persuader-Class_Enforcer/avatar.webp","data":{"description":{"value":"

The outer layer of the droid is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the droid takes no damage from that attack. If the droid takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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.

The droid tank makes one crushing stride attack, one heavy repeating blaster attack and one ion cannon attack.

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Ranged Weapon Attack +6, Range 150/300 ft., One target. Hit : 27 (4d10+5) ion damage

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Ranged Weapon Attack +6, Range 120/240 ft., One target. Hit : 27 (4d10+5) energy damage

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.

The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a failed save, the creature falls prone and takes 36 (8d8) kinetic damage. On a successful save, the creature takes half damage and is pushed 5 feet to the nearest space out of the droid's path.If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

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The droid moves up to its speed in a straight line towards a structure or construct target. A structure or construct whose space the droid ends its turn adjacent must make a DC 18 Strength saving throw. On a failed save, the structure or construct takes 70 (10d12 + 5) kinetic damage. On a successful save, the droid and the structure or construct both take half damage.

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\"What's a rathtar?\"

\"You want the scientific description? They're big and dangerous and ugly.\"

- Rey and Han Solo

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Twon Ketee

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

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The rathar's movement speed is not reduced while moving with a grappled creature.

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.

The rathtar can use its Consume and then make four flailing arm attacks. Alternatively, the rathtar can make four attacks: two with its grasping tentacles and then two with its bite.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 14 (4d6) acid damage at the start of each of the rathtar's turns. The rathtar's gullet can hold only one Large creature or up to two Medium or smaller creatures inside it at a time. If the rathtar takes 20 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target is grappled (escape DC 16) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has ten arms and can have up to four creatures grappled at a time.

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.

The rathtar moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. The first time the rathar enters a creature's space, the rathtar can make bite attack against that creature. If the attack misses, the creature is pushed 5 feet back or to the side of the rathtar, takes 9 (2d8) kinetic damage, and is knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjMwNTM0NTgxNWMx","flags":{},"name":"Grasping Tentacles","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/107_-_Rathtar/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage.

If the target is a Medium or smaller creature, it must also make a DC 17 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the rathtar. The rathtar has two grasping tentacles.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"dt1EjGEusnZ9mWLC","name":"IG-227 Hailfire-Class Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":9,"prof":5,"saveBonus":0,"checkBonus":0},"con":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":1,"min":3,"mod":0,"save":5,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":1,"proficient":1,"min":3,"mod":-5,"save":0,"prof":5,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"armor plating"},"hp":{"value":168,"min":0,"max":168,"temp":0,"tempmax":0,"formula":"16d12+64"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","speed":{"value":"50 ft","special":""},"prof":5,"powerdc":13,"powerLevel":0,"bar1":{"value":168,"min":0,"max":168},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"Hoop-wheeled tanks roared past the droids, stirring up clouds of red dust.\"

- Bultar Swan

ManufacturerHaor Chall Engineering
ClassWheeled droid tank
Cost60.000 credits
Length8,5 meters
Height8,5 meters
Sensor colorRed
Plating colorBrown and silver

The IG-227 Hailfire-class droid tank, also known simply as the hailfire droid, wheel droid, or simply Hailfires, was a model of droid tank manufactured by Haor Chall Engineering that was used by the InterGalactic Banking Clan and Confederacy of Independent Systems during the Clone Wars as well as the Alliance to Restore the Republic during the Galactic Civil War.

Description

\"Twin laser blasters mounted under the IG-227's chin gave it a fighting chance to get back to its base and reload for another barrage.\"

- The B1 battle droid R0-GR

Able to roll rapidly into action, the IG-227 Hailfire-class droid tank was an armored missile platform easily identified by its treaded, hoop-like drive wheels 8.5 meters in diameter capable of moving it at intimidating speeds that was best used to destroy enemy vehicles. Also known as wheel droids due to their maneuverability and speedy drive systems, their light armor plating, brown and silver in color, made them fast at the cost of making them vulnerable to infantry attacks. Their red photoreceptor \"eye\" could lock on to both land and air targets at impressive distances, greatly improving the range of their missiles.

Hailfire droids were equipped with two racks of missile launcher pods on either side of their heads, each carrying 15 guided missile warheads that left behind a trail of black exhaust when fired. These projectiles were effective against stationary or slow-moving targets on terrain where blaster weapons were unusable due to a lack of clear lines of sight, with a single warhead being capable of destroying an Low Altitude Assault Transport/infantry or an All Terrain Tactical Enforcer. The missiles were most effective at ranges less than a kilometer and followed deliberately swerving, evasive trajectories, and when they were depleted, a hailfire droid was forced to rely upon its twin chin-mounted blasters.

History

Manufactured by Haor Chall Engineering, the hailfire droid was originally commissioned for construction by the InterGalactic Banking Clan prior to the Clone Wars for the intended purpose of debt collection in the IG-series battle droid army. During the Separatist Crisis, the Muunilinst Banking Clan donated its hailfire droids to the Confederacy of Independent Systems, which fought as part of the Separatist Droid Army during the First Battle of Geonosis, the opening battle of the Clone Wars in the year 22 BBY. 4,100 units were deployed by Techno Union Hardcell-class interstellar transports, and continued to see use as one of the most common CIS vehicles until at least nine months into the conflict.

During the war, hailfire droids were given blue coloring, the color commonly used on Separatist equipment, and hailfires were used in a battle on Murkhana. However, despite its powerful prescience on the battlefield, the hailfire droid's use was short-lived because it carried a limited amount of missiles, and it was soon replaced by the NR-N99 Persuader-class droid enforcer. Despite this, General Grievous' flagship, the Invisible Hand, had hailfire droids were among four hundred and forty other vehicles stowed during the Battle of Coruscant in 19 BBY. A major corridor on the ship was wide enough for a hailfire droid. During the Galactic Civil War fought decades later, hailfire droids were adapted by Alliance to Restore the Republic to feature weaponry capable of destroying turrets as well as vehicles. The Rebellion also retrofitted some for increased effectiveness in sub-zero temperatures.

The Z-Gomot Ternbuell Guppat Corporation's TSMEU-6 personal wheel bike was an offshoot of the hailfire droid.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":14,"powerLevel":0,"xp":{"value":11500},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"darkvision 120 ft., passive Perception 10","languages":{"value":[],"custom":"Binary, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"per":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","token":{"flags":{},"name":"IG-227 Hailfire-Class Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"dt1EjGEusnZ9mWLC","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":168,"max":168},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NDQ1ZDRlYTY1YTIy","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

The droid tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

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.

The droid tank makes two medium laser cannon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZGU0NmNhYWM0Nzcx","flags":{},"name":"Crushing Stride","type":"feat","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

.

The droid tank moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid tank enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the droid tank's path . On a failed save, the creature falls prone and takes 28 (8d6) kinetic damage. If the droid tank remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid tank. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NWYyODg0MWFmMGIy","flags":{},"name":"Medium Laser Cannon","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 100/400 ft., One target. Hit : 20 (3d10+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NjFkOWI3OWM5Mzcx","flags":{},"name":"Missile Launchers (10/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

.

The droid tank launches three missiles at points within 240 feet of it that it can see. Each creature within a 10-foot radius sphere of each point must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire and 21 (6d6) kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 21 (6d6) fire and 21 (6d6) kinetic damage if they fail the save by 10 or more.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000}]} +{"_id":"e4ym0T89Zi0b4gvg","name":"Ghest","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":104,"min":0,"max":104,"temp":0,"tempmax":0,"formula":"11d12+33"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"","speed":{"value":"20 ft","special":"swim 60 ft"},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":104,"min":0,"max":104},"bar2":{"value":14,"min":0,"max":0}},"details":{"biography":{"value":"

\"Can we shoot it?\"

\"Yes. But it is notoriously difficult to get off a lethal shot before a ghest bites you in half.\"

―Luke Skywalker and Taneetch Soonta — Quote-audio Listen (file info)

Skin colorGreen
Eye colorPale
Distinctions
  • Serpentine body
  • Pale, round eyes
  • Sharp teeth
Homeworld
Rodia
HabitatJungle Swamps
Diet
  • Birds
  • Herbivores

Ghests were a predatory serpentine species native to the jungle swamps of the planet Rodia. With long, green bodies; claws; and sharp teeth, they preferred to ambush prey on swamp shorelines by pouncing on them from the water, rarely if ever hunting on land. Ghests were occasionally hunted by teams of the sentient Rodian species native to their homeworld, although the hunting parties usually sustained casualties, and the practice had become less common by the time of the Galactic Civil War. The Jedi Luke Skywalker and the Rodian Taneetch Soonta encountered and killed a ghest on Rodia while trying to visit the mausoleum of the Jedi Knight Huulik.

Biology and appearance

\"They're large creatures that like to move quietly in the water before erupting to pluck food off the shorelines, especially herbivores and birds, and we just flew down from the sky to land at the shore—\"

―Taneetch Soonta describes ghests, before being cut off as one attacks

Ghests were a large species of predator native to the planet Rodia. They were capable of movement on land and in water, though their speed was far greater in the latter. Ghests possessed a long serpentine body covered in green scales and had powerful arms ending in clawed hands with four digits. Their heads included a mouth full of sharp teeth and two pale, round eyes. Ghests were strong enough to toss speeder bikes short distances with their arms. They were capable of roaring and hissing.

Behavior

\"It's technically possible but highly doubtful. Ghests are much slower on land and perceive that as a weakness. They prefer the quick strike.\"

―Taneetch Soonta expresses her doubt about being attacked by a ghest on land

Ghests' prey usually consisted of birds and herbivores. The creatures lived in the jungle swamps of their homeworld, Rodia. When hunting, ghests preferred to ambush their prey by moving quietly through the murky swamp water before striking at creatures on the shore. They rarely hunted on land, as they were far slower out of water and perceived such slowness as a weakness, preferring to strike quickly. Ghests were intelligent enough to learn from their mistakes, knowing not to attack targets that they had already found inedible. When frustrated, ghests would roar. They were capable of hibernating for extended periods of time.

History

A dangerous prey

\"They are not hunted so often as they used to be, but when they are, they are hunted in teams, and those teams often return with a dead ghest and at least one dead Rodian.\"

―Taneetch Soonta

The sentient Rodian species of Rodia hunted ghests in teams, although by the time of the Galactic Civil War between the Galactic Empire and the Alliance to Restore the Republic, ghest hunts had become less frequent. Hunters faced notorious difficulty in getting a kill shot on a ghest before the creature bit them in half, resulting in many ghest-hunting parties sustaining at least one casualty. At least one ghest ended up as a specimen in the Shadow Stacks collection of the Graf Archive on the moon Orchis 2. One student hoping to become an archivist examined the ghest under the belief that it was mummified but realized he was in danger when it turned out to have simply been hibernating.

Hunting at Huulik's mausoleum

\"Your odds of ensuring the ghest has to eat a lightsaber before it eats you are pretty good.\"

―Taneetch Soonta encourages Luke Skywalker to slay a ghest

Shortly after the Battle of Yavin, the Jedi Luke Skywalker and the Rodian Taneetch Soonta encountered a ghest in the jungles of Rodia while trying to visit the mausoleum of Soonta's uncle Huulik, who had served as a Jedi Knight during the Clone Wars. The pair landed on a swamp shoreline near the mausoleum on a pair of speeder bikes, one of which the ghest pounced upon after the travelers had dismounted. The beast lifted the vehicle and bit down upon its steering vanes before realizing it could not eat the bike, which caused it to roar in anger and hurl the speeder into a nearby rock shelf. With the bike destroyed, the ghest stared and hissed at Skywalker and Soonta before retreating to the water.

The two then made their way to the mausoleum, where Soonta recovered Huulik's lightsaber from her uncle's sarcophagus and gifted it to Skywalker, who had revealed he wished to become a Jedi Knight. Upon Soonta's encouragement, Skywalker returned as bait to the water's edge with both his own and Huulik's lightsaber drawn. After a moment of waiting, Skywalker questioned if the beast had simply left, but the ghest pounced immediately after from the Jedi's left. Skywalker swung one of his sabers at the predator and decapitated it, but not before its teeth had sunk into his shoulder. After the separated head was removed from Skywalker's shoulder, Soonta captured images of its corpse and the destroyed bike before the pair left the jungle so that Skywalker could get to an infirmary.

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In the first round of a combat, the ghest has advantage on attack rolls against any creature it surprised.

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The ghest can hold its breath for 30 minutes.

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The ghest can make two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 21 (3d10+5) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the ghest can't bite another target.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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The ghest makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the ghest, and it takes 10 (3d6) acid damage at the start of each of the ghest's turns. The ghest can have only one target swallowed at a time. If the ghest takes 25 damage or more on a single turn from a creature inside it, the ghest must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the ghest. If the ghest dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"Ah, these pit droids. You gotta tell 'em what to do every minute!\"

- Watto

ManufacturerServ-O-Droid
ClassMaintenance droid
Degree2nd degree droid
Width1,19 meters
Mass35 kg
GenderMasculine programming
Sensor colorBlack

A DUM-series pit droid, or simply called a pit droid, was a droid manufactured by Serv-O-Droid, Inc. and constructed in large quantities on Cyrillia by the native Cyrillians for use in labor, repair and light construction. They were also associated with repairing podracers at podracing events.

Characteristics

Pit droids stood at a relatively diminutive 1.19 meters tall and came in many different colors. Their most remarkable feature was their immense strength, able to carry objects many times their own size or weight. This enabled them to repair automata such as Podracers at a remarkable pace. Their skeletal design and long, thin limbs were dwarfed by their broad-flared, dome-shaped heads. In the center of their head was a large, round photoreceptor equipped with multi-spectrum scanners. The photoreceptor could detect microscopic damage in metals and other solids.

The DUM-series worked best in large groups, and had built-in comm systems that allowed them to communicate with those in their unit. The antenna on their disk shaped heads served to transmit directions to other droids, allowing a group of droids to collaborate on a project more efficiently and thereby expediting its completion. Their immense strength would make a malfunctioning (or unattended) unit extremely hazardous, possibly resulting in significant damage. The most hazardous of these was a damaged ON/OFF button, the risk of which caused many owners to keep ion blaster on hand as a precautionary measure. If a unit was past the brink of repair they would need to be disposed of, almost always resulting in the disintegration of the unfortunate droid.

Pit droids could compress themselves into a compact, box-shaped package. A tap on their photorecepter would signal them to return to their upright position, and vice-versa. There were also launchers specifically made to automatically decompress and release individual pit droids, one at a time.

History

Mass-produced by Serv-O-Droid, Inc. in factories on Cyrillia, the DUM-series droids were commonly used in garages across the galaxy during the days of the Galactic Republic. In production for several decades, the DUM-series garnered criticism in the press due to their reputation as poorly programmed. Clumsy and hapless, the droids were cheaply made and often were recycled rather than repaired. Despite the criticism, the DUM-series droids were capable within their narrow range of abilities.

While being much maligned in the press, the droids were popular in the Outer Rim, even during the Galactic Civil War. They had seen much use on Tatooine in Watto's Shop and at the Boonta Eve Classic working on podracers, though a handful were also purchased by Aneesa Dym to make repairs to her ship, the Dusty Duck. When Jar Jar Binks visited Watto's Shop in 32 BBY, he accidentally activated a dormant pit droid, although he quickly turned it off when Anakin Skywalker informed him to hit it in the nose.

During the Boonta Eve Classic of 32 BBY while the racer Ody Mandrell had his pod in a pit-stop, a single DUM-series pit droid was sucked into the engine and thrown out the opposite end of the engine. The droid \"survived,\" (even letting out a cheer of excitement) but Ody's engine did not, costing him the race. Pit droids would also be used to scavenge any reusable rubble from podracers that had blown apart. This action could be quite hazardous, as the droids were likely to be destroyed by functional podracers that were still running the course; the low cost of an individual unit made the loss of a single droid worth the risk.

In 22 BBY, the first year of the Clone Wars, several pit droids assisted Corporate Alliance Magistrate Passel Argente on unloading much of the Magistrate's treasure in Lessu, the capital city of Ryloth. Another pit droid, WAC-47, was assigned to D-Squad, after serving Commander Neyo of the 91st Mobile Reconnaissance Corps, which was formed to steal a Separatist encryption module during a mission.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid comes with proficiency in three tools, chosen when it is crafted.

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While you are interfaced with this droid via the tracker droid interface tech power, whenever you make an ability check using tools with which the droid is also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

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The droid counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.

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The first time the droid would drop to zero hit points, the droid can instead remain at one hit point and temporarily deactivate and fold up into a tougher, immobile form. While turtled, the droid has an AC of 14, and is considered paralyzed. The creature interfaced with this droid can use a bonus action to restore this droid to it's unturtled condition.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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As an action, the droid can expend one use of a repair kit to restore 2d4+2 hit points to a droid or construct within 5 feet.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan deals an extra 3 (1d6) damage when it hits with a melee weapon attack (included in the attacks).

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When the trandoshan reduces a creature to 0 hit points with a melee attack on its turn, it can immediately move up to half its speed and make a vibrosword attack.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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The trandoshan makes three attacks with its sword or slugthrower.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 7 (1d8+3) kinetic damage

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.

The trandoshan sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking 7 (1d8 + 3) kinetic damage on a failed save, or half as much on a successful one.

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\"They're the most heavily armored ground vehicles in the Imperial Army.\"

\"...so what you're saying is that you have a thorough knowledge of just how screwed we are.\"

- Thane Kyrell and Yendor, just before the Battle of Hoth

Manufacturer
  • Kuat Drive Yards
  • Kuat-Entralla Drive Yards
  • Imperial Department of Military Research
  • Imperial Robotics Construction Facility Ice Station beta 
ClassCombat walker
Length20 meters
Height22,5 meters
Cargo capacity1 ton

The All Terrain Armored Transport (AT-AT) was a four-legged combat walker used by the ground forces of the Galactic Empire, and the First Order. With the Imperial-class Star Destroyer, stormtroopers and the TIE fighter, it was one of the most famous symbols of the Empire's military might.

Models

Early model

This model was used against the early rebellion.

Later model

This model was used during the Galactic Civil War.

Elite AT-AT

This was a more heavily armored variant with a darker color scheme.

First Order AT-AT

This was an updated version of the AT-AT used by the First Order.

History

Age of the Empire

\"I heard of these. Imperial armored transports. Giant four-legged things that were used to keep the peace on conquered worlds.\"

- Scoggan, to Davjan Igo upon entering the ruins of an AT-AT

The AT-AT walker was developed during the Clone Wars and used in the Imperial Army, the ground forces of the Galactic Empire. It was the successor of the All Terrain Tactical Enforcer that also saw use during the Clone Wars, although it constituted a far more imposing example of walker technology. Heavily armored and awe-inducing, the AT-AT positioned itself as the standard of Imperial firepower on the battlefield.

In 14 BBY, the Jedi Padawan Cal Kestis hijacked one AT-AT on the planet Kashyyyk.

In 4 BBY, the Imperial Security Bureau Agent Kallus led three early AT-AT walkers on an assault on the desert planet of Seelos against the Spectres and three retired clone officers aboard an AT-TE.

AT-ATs were used again in 3 BBY against the Spectres, when Princess Leia Organa arrived on the planet to give the Ghost's crew three Sphyrna-class corvettes. Two walkers were deployed to patrol the transports' landing platform, which were formally on Lothal to offer supplies to citizens impacted by the rebel efforts. When the rebels tried to steal the corvettes, the Ghost started firing on the AT-ATs. Four proton torpedos were not powerful enough to destroy one of the walkers, and it was necessary for Kanan Jarrus to use his lightsaber to cut its legs, toppling it. The second one was knocked down by the engines of the last Hammerhead, piloted by Ryder Azadi.

In 2 BBY, Lieutenant Yogar Lyste deployed two AT-AT walkers, Walker 271 and Walker 414, to combat an attack on the east gate of the Imperial Armory Complex by members of the Lothal resistance led by Ryzder Azadi. The rebels Kanan, Ezra Bridger, and Chopper escaped in the stolen AT-DP Walker 216. However, Grand Admiral Thrawn realized that the rebels had hijacked the AT-DP walker and ordered his AT-ATs to crush them. One of the AT-AT walkers proceeded to crush the AT-DP under its heavy body but the rebels managed to use their lightsabers to cut their way aboard. Morad Sumar also fired a rocket which hit one of the walker's legs. After knocking out the AT-AT pilots, the two climbed out and escaped with Ryder's cell into the wilderness.

Thrawn then deployed four of these during the battle on Atollon. Jedi survivor Kanan Jarrus then destroyed one with his lightsaber. The Bendu then destroyed two of the AT-AT walkers. However, the last one shot Bendu down from the sky.

Galactic Civil War

\"That armor's too strong for blasters. Rogue group, use your harpoons and tow cables. Go for the legs; it might be our only chance of stopping them.\"

- Luke Skywalker, during the Battle of Hoth

Around the time of the Battle of Yavin, a new AT-AT model was introduced. At this time, the Alliance to Restore the Republic stole a number of AT-ATs and provided them to Saponza's Gang.

During the Rebel assault on the Imperial weapons factory moon of Cymoon 1, a group of Rebels led by Han Solo and Leia Organa stole an AT-AT from Weapons Factory Alpha. They used the walker to escape from the factory after they sabotaged its main power core to explode. During their escape, Solo fired a shot that nearly killed the Sith Lord Darth Vader, using the AT-AT's powerful quad laser cannons. Soon after, Vader managed to overtake the Rebels in their escape and cut down the massive walker's back left leg. The AT-AT fell tremendously and its passengers barely escaped the wreckage before fleeing Cymoon 1 entirely for the safety of the Alliance Fleet.

Battle of Hoth

During the Battle of Hoth, General Maximillian Veers led a squadron of at least five AT-ATs on the icy fields of Hoth to knock out the shield generator that protected Echo Base, the Rebel headquarters. The triumph of Veers' squadron allowed the Imperials to invade Echo Base and rout the Rebels, striking a major blow in the war. However, the battle also revealed that the AT-ATs could be toppled by a cable wrapped around their legs. Although that weakness had been used effectively by the Alliance on Hoth, the Empire continued to use these mechanical behemoths in the later stages of the war, and at least 1 was present on Endor prior to the Battle of Endor.

Shortly after the battle of Endor, the rogue agents of Inferno Squad Iden Versio and Del Meeko used an AT-AT in order to escape Vardos, during Operation: Cinder. In 5 ABY, at least one AT-AT walker was stationed at Camp Sardo on the planet Kashyyyk. During the Liberation of Kashyyyk, several Wookiee guerrilla fighters, including Kirratha, hijacked the AT-AT walker and threw out the crew. Later, AT-ATs were deployed against New Republic forces during the Battle of Jakku.

Rise of the First Order

Decades after the war, a young scavenger named Rey used one of the downed AT-ATs, designated Hellhound Two, as her home on Jakku.

The First Order used an updated version of the AT-AT as an escort to its newer AT-M6s.

","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":19,"powerLevel":0,"xp":{"value":22000},"source":"Roll 20","race":"","class":""},"traits":{"size":"grg","di":{"value":["poison","necrotic"],"custom":""},"dr":{"value":["psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["poisoned","frightened","petrified","restrained","stunned","prone","blinded","charmed"],"custom":"Incapacitated, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","token":{"flags":{},"name":"AT-AT","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/token.webp","tint":null,"width":4,"height":4,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":20,"brightSight":20,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"fHeFFnIr1asPW619","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":330,"max":330},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2I4YmVmMDQ1ZjY0","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YjMxZTQxYjgzZGM1","flags":{},"name":"Heavy Durasteel Armor","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The outer layer of the AT-AT is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 30 points, the AT-AT takes no damage from that attack. If the AT-AT takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTA0YzM3NjQwZWJk","flags":{},"name":"Piloted","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZWU3MTJlZWU1ZmVk","flags":{},"name":"Towering","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

Creatures of Large size or smaller can stand in the AT-AT's space.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZDAzMDBjNGM4YTI1","flags":{},"name":"Troop Transport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The AT-AT can transport a maximum of 40 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-AT.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NWFlZjM2NTRkNmU1","flags":{},"name":"Vulnerable Interior","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The AT-AT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"OGQxNjAwOWZjMTEw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The AT-AT can use its Frightful Presence. It then makes three attacks: one with its laser cannon volley and two with its medium repeaters.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZTYyMTc5NDFhYjRh","flags":{},"name":"Laser Cannon Volley","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

The AT-AT chooses a point within 320 ft and lets loose a blast from each of its heavy laser cannons that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 16 Dexterity saving throw, taking 54 (12d8) energy damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZjE4NWVmYzc0Y2Iy","flags":{},"name":"Medium Repeaters","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 240/360 ft., One target. Hit : 22 (4d10) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":240,"long":360,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"ZmE1NmEwYmVmMTE4","flags":{},"name":"Stomp","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

All creatures standing within the AT-AT's space or within 5ft of it must make a DC 20 Dexterity saving throw, taking 78 (12d12) kinetic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OWM3OTMxNWRhYjRl","flags":{},"name":"Frightful Presence","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

Each creature of the AT-AT's choice within 240 feet of the AT-AT and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-AT's Frightful Presence for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"NTEwNWUxMDNlODlj","flags":{},"name":"Stomp","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

The AT-AT makes a stomp attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZjUxNmM0OGI2ZmNh","flags":{},"name":"Repeating Blasters","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 240/360 ft., One target. Hit : 22 (4d10) energy damage.

The AT-AT makes a single attack with its medium repeaters.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":240,"long":360,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"MTk3YjA4MmViNzkz","flags":{},"name":"Deploy Troops (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

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The AT-AT mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers and 1 74-Z speeder bike. These troops appear in any unoccupied spaces within 10 feet of the AT-AT.

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DesignationNon-sentient
ClassificationAmphibian
Skin color

Brownish-white

Eye colorYellow
Distinctions

10- centimeter-thick skin

Homeworld
Metellos
Habitat
Sewage
Diet

Carnivorous

The steep were a species of non-sentient amphibians native to the planet Metellos. Possessing ten-centimeter-thick skin, they dwelt in the sewage-filled seas of the planet, bobbing on the surface of the waters. At night, the carnivorous steeps wandered the alleyways of Metellos' settlements, searching for children to eat.

Biology and appearance

Steeps stood on four spindly legs, each of which ended with a webbed foot, and were capable of walking on land. The carnivorous amphibians were protected by a tough, rubbery hide of ten-centimeter-thick, brownish-white skin. Although their heads were large, their brains were small. A steep's mouth stretched from one side of the head to the other, with two eyes located on purple stalks protruding from the tops of their heads. Similarly purple-colored growths extended down the backs of the species.

Behavior

Designated as non-sentient, steeps were known for their lack of intelligence and, when fighting an adversary, would continue attacking relentlessly until they themselves had been killed. Steeps were named after their habit of \"steeping\" themselves in the sewage-filled waters of their homeworld Metellos' seas. The amphibians were frequently seen floating on the surface of the water. Steeps were known to roam down Metellean alleyways at night seeking children, whom they swallowed as food.

History

Steeps were native to the Core Worlds planet of Metellos, discovered prior to the formation of the Galactic Republic. The sewage that built up in the seas as the planet was urbanized gave steeps a suitable habitat, while the increasingly dense population provided an ample food source.

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The steep can breathe air and water.

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At the start of its turn, the steep can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the steep can't bite another target.

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DesignationNon-sentient
Average height0,5 - 1,2 meters
Distinctions
  • Bipedalism
  • Pointed tail
  • Horn-like appendages
Homeworld
Tatooine
Habitat
City outskirts

The scurrier was a rodent native to Tatooine, and was considered a pest by the locals of Mos Eisley, Mos Espa and Mos Gamos. Scurriers had horns on their heads. Those of a male were thick and curved, while those of a female were thin and straight.

Characteristics

Scurriers were small omnivores with an appetite for garbage. They would scavenge in trash heaps in search of food and material for their nests. They were known to find their way aboard docked freighters and transports, thus propagating the scurrier population across the galaxy; they were even found on stations like Outland Transit Station. Worse, scurriers had a penchant for picking apart machinery, a trait that was hardly welcome on a cargo- or passenger-filled transport.

Apart from this dangerous habit, scurriers posed only a marginal threat to sentients. Though they would fiercely defend their territory, scurriers usually fled at the first sign of danger (say, a passing landspeeder), able only to call upon a high-pitched squeak and a painful bite to use against advancing predators like anoobas and womp rats. Their bite sometimes carried an unusual disease known as Scurrier Disease. In spite of this, scurrier tips were a Hutt delicacy, referred to as \"scuzzi spits\" in their language.

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The scurrier has advantage on Wisdom (Perception) checks that rely on smell.

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The scurrier has advantage on an attack roll against a creature if at least one of the scurrier's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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ManufacturerColicoid Creation Nest
ClassBattle droid
Height1,83 meters
Sensor colorRed

The grapple droideka, or Melee Destroyer Droid, was an early variation of the Trade Federation droideka, developed as the ultimate melee unit, and was unit used during their Invasion of Naboo in 32 BBY. A trio guarded a Royal Naboo Security Forces pilot in the Theed Royal Palace. The Melee Destroyer Droid was tougher than the standard droidekas but utilized weaker shields. The primary weapon of the grapple droideka (known simply as the \"droideka,\" at the time) was its lethal mechanical claws. This model was similar to the P-series droidekas, which used deadly repeating blasters to more efficiently eliminate opponents and carried stronger deflector shield generators.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

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The destroyer droid adds 2 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

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The destroyer droid makes two weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage.

The target is grappled.

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The destroyer droid tears apart a grappled opponent. A grappled creature must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6+4) kinetic damage and is stunned until the end of the destroyer droids' next turn. On a success, the creature takes normal weapon damage.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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As a bonus action, the trandoshan can take the Dash and Hide actions on each of his turns.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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If the trandoshan fails a saving throw, it can choose to succeed instead.

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As a bonus action, the trandoshan can switch the firing mode of his mortar gun between a blaster and a grenade launcher.

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The trandoshan can roll his next ranged attack with advantage.

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The trandoshan regains 15 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan's ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls.

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As a reaction when the trandoshan takes at least 20 damage from a melee attack, it can move up to its speed without provoking opportunity attacks. Additionally, if it's Dioxus Grenade ability is available the trandoshan can choose to drop a grenade where it was before its movement. The dioxus grenade detonates after the trandoshan has completed his movement.

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.

The trandoshan makes three claw attacks. Alternatively, it can make two ranged attacks with its mortar gun (blaster form only).

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d6+6) kinetic damage

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Ranged Weapon Attack +9, Range 100/400 ft., One target. Hit : 14 (1d12+8) energy damage

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Ranged Weapon Attack +9, Range 30/60 ft., One target. Hit : 13 (1d10+8) kinetic damage.

Hit or miss, the target and every creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage.

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.

The trandoshan throws a dioxus grenade, choosing a point within 45 ft., exploding in a 15 feet sphere. The fog lasts 1 round and the area is heavily obscured. When a creature enters the poison's area or starts its turn there, that creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned.

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.

The trandoshan uses its Dioxus Grenade action. If it is unavailable, the trandoshan can roll to try and recharge it, using the grenade upon a successful recharge.

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.

The trandoshan makes one mortar gun attack.

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.

The trandoshan can move up to its speed without provoking opportunity attacks.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yorik-Kul, or surge-coral in Galactic Basic Standard, is\nan organic device used by the Yuuzhan Vong and\nimplanted into slaves, which then allow the slave to\nreceive mental commands from a yammosk or a\ndhuryam. This, however, comes at a cost, since the\nwearers will eventually lose their sentience and\nbecome mindless beings. Slaves that have lost their\nminds are used as cannon fodder to absorb blaster re\non the battleeld. Surge-coral also causes its wearers\nto grow thin and vanish in the Force. Eventually, the\nShapers developed surge-coral that is less detrimental\nto the slaves, which only causes pain instead of turning\nthem into drones. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If damage reduces the slave soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the slave soldier drops to 1 hit point instead.

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The slave soldier is linked to a Yammosk or a Dhuryam that gives it orders during combat.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The slave soldier makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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\"What… is that?\"

\"It… looks like a probe droid?\"

- Ezra Bridger and Sabine Wren

ManufacturerArakyd Industries
ClassSeeker
Degree2nd class droid
Cost4.500 credits
Sensor colorRed
Plating colorBlack

ID9 seeker droids, also called Parrot Droids or Mimic Droids, were a model of seeker droids that resembled the Viper probe droids manufactured by Arakyd Industries. The body of ID9 seekers consisted in a half-hemisphere dome with a red photoreceptor. Attached to that dome were five articulated, tentacle-like limbs that ended in pincers. The ID9s were outfitted with electro-shock prods that allowed them to harm organic lifeforms and incapacitate mechanical beings. They were capable of imitating the sounds of other droid models, and had two locomotions modes: hovering and crawling. The Seventh Sister, a member of the Galactic Empire's Inquisitorius, employed a small army of such seekers in her efforts to capture Jedi and insurgents. The successor of the ID9, the ID10 seeker droid, was used by Inferno Squad.

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\"Look, good against remotes is one thing. Good against the living? That's something else.\"

- Han Solo to Luke Skywalker

ManufacturerIndustrial Automaton
ClassRemote training droid
Height0,15 meters

The Marksman-H training remote, often referred to as a remote, was a type of droid used to train its user how to properly deflect blaster bolts with a lightsaber.

Description

Quick and unpredictable, they had multiple power levels, including lethal and sting. They were also capable of being programmed for defensive purposes.

History

The Jedi Order used remotes to train Jedi younglings during the waning days of the Galactic Republic. During the reign of the Galactic Empire, the Imperial Army was known to use them as drones.

En route to the planet Alderaan, burgeoning Jedi Luke Skywalker practiced against a Marksman-H remote, using his father's lightsaber. Though initially unable to block the remote's fire, he learned to rely on the Force when his mentor, Jedi Master Obi-Wan Kenobi, challenged Skywalker by blocking his sight. Several decades later, rogue stormtrooper Finn happened upon a Marksman-H remote, stored in a brown bag, while looking for bandages to treat the injured Wookiee Chewbacca.

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The droid deals only non-lethal damage.

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While you are interfaced with this droid via the tracker droid interface tech power, when your droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

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Ranged Weapon Attack +5, Range 10/30 ft., One target. Hit : 1 (1) energy damage

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DesignationNon-sentient
Average Height1 meter
Homeworld

Dantooine

Kath hounds were about the size of a large dog, fur-covered, and each limb ended in four hoofed digits. They were generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, were also popular pets on Coruscant.

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, Revan encountered one of these on his exploration on Dantooine.

When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.

It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hounds were knocked out this way.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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If the hound moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hound can make another attack with its tusks against it as a bonus action.

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The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the scout can move up to its speed toward a hostile creature that it can see.

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The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The scout deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The scout makes two weapon attacks and throws an electrostun grenade, if available.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 10 (2d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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.

The scout throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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Ugnaught

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Diminutive, porcine humanoids who have pink skin,\nupturned noses, white hair, and thick layers of jowls,\nUgnaughts are considered one of the hardest-working\nspecies in the galaxy. Some have tusks that they use in\nblood duels. They are strong and resilient, and their\nlife-spans reach up to more than 200 standard years.\nThey notably ate genteslugs. Ugnaughts evolved on\nGentes, a planet located in the Anoat sector of the\nOuter Rim Territories. However, throughout history,\nmany were sold into slavery and taken to new worlds\nto work as slaves or indentured servants. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (Ugnaught)","environment":"","cr":2,"powerLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["acid"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60ft, passive Perception 10","languages":{"value":[],"custom":"Galactic Basic, Bocce, Jawa, Ugnaught"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":1,"ability":"cha","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","token":{"flags":{},"name":"Ugnaught Boss","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"hZFTNJOx3i6PvHBM","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":81,"max":81},"bar2":{"value":15,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NGRhNzY3M2FiOTM4","flags":{},"name":" Aura of Command","type":"feat","img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","data":{"description":{"value":"

Friendly creatures that it can see and hear the Ugnaught Boss within 30 feet of it add a +1 bonus to their attack and damage rolls. This e\u0000ect ends if the o\u0000cer is incapacitated.

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The Ugnaught Boss is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with power attacks, 17 tech points).

The Ugnaught Boss knows the following powers:

At-will: Acid Splash, Cryogenic Burst, Mending, On/Off

1st-level: Flash, Kolto Pack, Repair Droid, Smoke Cloud

2nd-level: Acid Dart, Lock, Smuggle

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MGI3ODgyNWVkNDk4","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Ugnaught Boss makes two weapon attacks.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Kolkpravis Khan makes three melee attacks with its Lig Sword or its Greater Shoni Spear.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage plus 4 (1d8) kinetic damage.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +6, Range 20/60 ft., One target. Hit : 9 (1d10+4) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +6, Range 30/120 ft., One target. Hit : 6 (1d6+3) kinetic damage.

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For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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DesignationNon-sentient
ClassificationReptile
Average lengthUp to 1 meter
Eye ColorRed
Distinctions
  • Four winged
  • Endothermic

Homeworld
  • Tatooine
  • Malastare
HabitatDesert
DietCarnivore

Vicious, medium-sized, hematophagous flying reptomammals, skettos dwelled in the caverns of Tatooine. Only emerging when light conditions were at their lowest, these four-winged beasts possessed excellent twilight vision to assist in the consumption of airborne insects. Skettos fell into the reptomammal class, being warm-blooded and giving live birth to a single offspring at a time.

The most horrifying part of a sketto's life was its tendency to swarm with others of its kind to suck the blood of large, sleeping mammals. Their large, frightening teeth helped to puncture the toughest of hides, and legend had it that a sketto swarm could suck a sleeping dewback dry overnight. Despite being a reptomammal, they bled green blood.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The sketto attaches to the target. While attached, the sketto doesn't attack. Instead, at the start of each of the sketto's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. Droids and constructs are immune to this effect. The sketto can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sketto.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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When the Jedi survivor takes the dodge or disengage action, it can make an attack as a bonus action.

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The Jedi survivor is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 35 force points.

The Jedi survivor knows the following

force powers:

At-will: force push/pull, force disarm, give life, guidance,

saber reflect, turbulence

1st-level: burst of speed, cloud mind, heal, project, valor

2nd-level: calm emotions, force barrier

3rd-level: knight speed, sever force

4th-level: force immunity, improved force camouflage

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Once per turn, when the Jedi survivor hits with an attack, it can spend 1 force point and choose one of the following additional effects:

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The Jedi survivor adds 1d6 to its AC against one attack of its choice until the start of its next turn.

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The Jedi survivor can roll 1d6 and add it to the damage of the triggering Kinetic Combat attack.

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The Jedi survivor's speed increases by 5x1d6 until the end of its current turn.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OGFiNWMzYjMwMGFh","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Jedi survivor makes three attacks or it casts a force power and makes one attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"NTkwYjMyMzVmMjYx","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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.

The Jedi survivor makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 17 Dexterity saving throw, taking 8 (1d6+5) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000}]} +{"_id":"i2ES7nvUr7XikRSO","name":"**Jedi Padawan Urchin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"16 with battle precognition"},"hp":{"value":66,"min":0,"max":66,"temp":0,"tempmax":0,"formula":"12d8+12"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":66,"min":0,"max":66},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

","public":""},"alignment":"Chaotic Light","species":"","type":"humanoid","environment":"","cr":3,"powerLevel":0,"xp":{"value":700},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 15","languages":{"value":[],"custom":"Galactic Basic, Binary"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":1,"ability":"cha","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":1,"ability":"cha","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","token":{"flags":{},"name":"Jedi Padawan Urchin","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"i2ES7nvUr7XikRSO","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":66,"max":66},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NmQ3OWU5MjdmMTAz","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

Forcecasting. The jedi urchin is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 13, +5 to hit with force attacks) and it has 19 force points.

The

jedi urchin knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump,

heal, project

2nd-level: battle meditation, force confusion, phasewalk

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YTc5MjQ1NTA0MTNj","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OThiZjRlNzRkMmE0","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MmVkYjk0NmE3NGUy","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The jedi urchin makes two melee attacks or two ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2VjZDNiNzk1M2Qw","flags":{},"name":"Shotosaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"ODI2MTY0NDY1ZmI5","flags":{},"name":"Hilt Blaster","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NjBjMDY0MDBiZDIz","flags":{},"name":"Stunning Bolt (recharge 5-6)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

.

The target must make a DC 13 Constitution saving throw or be stunned. The target can repeat the save at the end of their turn, ending the effect on a successful save. Creatures that have successfully saved against this have advantage on subsequent saving throws forced by this ability.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000}]} +{"_id":"i5eq0RpFyoAzxgid","name":"B1 Series, B1-X","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"armor plating"},"hp":{"value":16,"min":0,"max":16,"temp":0,"tempmax":0,"formula":"3d8+3"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":16,"min":0,"max":16},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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When a creature the battle droid can see targets it with an attack, the battle droid chooses another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The Duros has advantage on saving throws against poison.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MjM1MDE1MTI2ZjZh","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

If the Duros fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODc5NDI0NzMyYjAw","flags":{},"name":"Strong-Willed","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

The Duros has advantage on saving throws to resist being Charmed or Frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDFhNWI4ZGJmM2Ex","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

The Duros is a 16th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with power attacks).

The Duros has 36 tech points and knows the following tech powers:

At-will: assess the situation, electroshock, encrypted message,

jet of flame

1st level: element of surprise, energy shield, expeditious

retreat, holographic disguise

2nd level: infiltrate, paralyze humanoid, shatter, translocate

3rd level: explosion, fabricate trap, sabotage charges

4th level: cloaking screen, salvo

5th level: override interface, paralyze creature, toxic cloud

6th level: disintegrate, programmed illusion

7th level: delayed explosion

8th level: incendiary cloud

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MzdmOTU4YTZjNzZh","flags":{},"name":"Tech Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

The Duros has advantage on saving throws against tech powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZmU0YzA4NGU1Njhl","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

While wearing no armor and wielding no shield, the Duros's adds its Intelligence modifier to its AC (included).

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.

The Duros makes four ranged attacks or three melee attacks, or it casts a power and makes an attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZmRlM2YwMjA1YWY3","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"ZTk4Y2ZmYTA1MGE5","flags":{},"name":"Heavy Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 18 (3d8+5) energy damage

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.

The Duros throws a grenade, choosing a point within 40ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

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.

The Duros makes an attack.

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.

The Duros picks a target within 40 feet and makes a Heavy Blaster attack at advantage. If the attack hits, the target takes damage as normal, and must make a DC 18 Constitution saving throw. On a failure, the target is stunned until the end of the Duros's next turn.

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.

The Duros casts a tech power, spending 1 legendary action per level of power cast.

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\"They're from Ahch-To. Luke called them porgs. They're adorable.\"

- Rey, to Poe Dameron

DesignationNon-sentient
ClassificationAvian
Feather color
  • Brown
  • Gray
  • White
  • Orange (males)
Eye ColorBrown
Homeworld
Ahch-To
Habitat
Coastal

Porgs were a species of sea-dwelling bird. They were native to the planet Ahch-To, where Jedi Master Luke Skywalker made his exile in the years prior to the Battle of Crait.

Biology and appearance

Porgs were a species of non-sentient birds. They were stocky in nature, with two short wings, flat, beakless faces, and two webbed feet. Porgs were sexually dimorphic; males were slightly larger than females, and males also had orange plumage around the eyes. Porgs of both sexes were covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They were much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They could fly short distances but not far enough to leave their native island. They could also run quite swiftly on the ground and were good at maneuvering into small spaces. The birds had stereoscopic vision; their eyes had brown irises and black pupils. Porgs favored colder environments.

Porgs apparently understood certain linguistic terms. When they overheard Rey refer to Chewbacca as \"Chewie,\" they mistook it to be the word chewy, leading them to wonder whether Chewbacca would serve as her food.

Behavior

\"Puffy, my good luck charm! You look hungry.\"

- Hondo Ohnaka

These hypercurious, cliff-dwelling creatures were found throughout the islands of the planet Ahch-To. They were capable of performing controlled dives into the sea, where they fetched fish to feed on or pass on to their otherwise helpless offspring, which were called \"porglets.\" They also hunted crustaceans. Porgs exhibited a roosting behavior, and they built nests along the island cliffs. They built nests from hair, fiber or grass and decorated them with shiny objects they had acquired. Porgs loved water, both to drink and to play in. They also loved tasting new things. Porgs had strong natural camouflaging abilities, as well as many interesting calls, ranging from burbles to squeaks to song. They crooned a special song when they were pleased. However, they could also be completely silent when necessary. Despite their curious nature, they could be quite shy if they felt threatened. Porgs, both wild and domesticated alike, were unusually smitten by human objects, and found shiny objects very fascinating. If their curiosity ran unchecked, they could wreak havoc. Porgs enjoyed being petted and scratched, especially behind their ears. A group of porgs was called a \"murder.\"

History

\"When did this old rattletrap become a birdcage?\"

- Leia Organa, commenting on the infestation of porgs in the Millennium Falcon

Porgs evolved from seabirds on Ahch-To. Considered quite tasty by some species, they were sometimes hunted by the resident Lanai as well as visitors to Ahch-To. At the time of the First Order–Resistance war, when Jedi Master Luke Skywalker threw his lightsaber off a cliff, two porgs investigated the weapon. The birds nearly activated the weapon, before they were scared off by Rey. Shortly afterwards, another porg watched in curiosity from its nest as the Jedi Master spearfished from an island cliff. Rey found the porgs to be helpful to her Jedi training after she used the Force to catch one in midair in order to retrieve the lightsaber it had snatched. Finding that the porg's flock was visibly fascinated by her power, Rey promised them all \"a turn.\" While staying on Ahch-To, the Wookiee Chewbacca roasted two porgs for supper. A few of the birds stared at him before he could take a bite, but Chewbacca scared them off. When Chewbacca landed on Ahch-To, he considered porgs as a tasty treat, but found it hard to kill the winged creatures when the pack turned their sad eyes on him.

Unable to acquire a patch of blue moss for their young twins, a couple of porgs snatched wiring of the same color from the Millennium Falcon, hindering repairs that were being performed by Chewbacca and R2-D2. Following the porgs to their nest, Chewbacca tried to barter the blue wiring for a blanket but was declined. Soon realizing the plight of the porgs, Chewbacca was convinced by R2 to brave strong winds in order to harvest the moss from the high tree. Grateful for his assistance, the parents returned the wiring to Chewbacca, marking his first amicable relationship with porgs.

Later, at least four porgs found their way aboard the Millennium Falcon and made a nest. One of them accompanied Chewbacca during the Battle of Crait. Despite having an initial antagonism with the porgs, Chewbacca grew to like them and became their friend.

Boarding the Millennium Falcon, General Leia Organa observed a number of the creatures roosting aboard the vessel, prompting her to ask Chewbacca when the ship had become a birdcage.

Among the porgs which resided on the Millennium Falcon were the Porg Stowaway, Puffy and Snappy.

Around 34 ABY, porgs were imported to the planet Batuu and sold as pets in the Creature Stall at Black Spire Outpost.

In 35 ABY, a pair of porgs watched as Rey attempted to destroy Kylo Ren's TIE whisper and her lightsaber on Ahch-To.

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The porg has advantage on Wisdom (Perception) checks that rely on smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\"Not neutral in war, you swamp slug.\"

- Poppy Delu, to Lando Calrissian

DesignationNon-sentient
ClassificationGastropod
Average height3 meters
Average length10 meters
Skin color
  • Light tan
  • Dark gray
Eye color
  • Orange
  • Gold
DistinctionsFoul-smelling mucus
Homeworld
Dagobah
HabitatSwamp
DietOmnivorous

Swamp slugs were giant gastropods native to Dagobah.

Description

An omnivorous species, swamp slugs had thousands of teeth and twenty-four pairs of legs. Their orange or golden eyes, the size of boulders, allowed them to see clearly beneath the murky, cloudy waters, while the two rubbery antennae on the top of their heads, which grew to two meters, utilized sonar to pinpoint exact locations of objects, searching by motion. Swamp slugs were omnivores, eating anything organic that they could fit in their mouths of jagged teeth. The teeth, or radula, lining the slug's esophagus would then pulverize into organic slime any plant or animal matter that it ingested. A hermaphroditic species, the swamp slugs reproduced sexually. Each partner would lay hundreds of eggs, most of which were eaten by other animals. They exuded a thick, foul-smelling mucus which damaged the breathing organs of other species. They were not desirable to eat by other predators and were given a wide berth in the swamps.

The Besadii Hutt crimelord Gardulla kept swamp slugs in the swamps and pools of her luxurious if notorious pleasure garden, within her Tatooine palace near the Dune Sea. In 32 BBY, while in pursuit of escaped slaves, one of Gardulla's Dug mercenaries, Khiss, spray-stick blasted a huge swamp slug back into the waters whence it surfaced to devour him.

Swamp slugs were very closely related to the nos monster of Utapau and the Kwazel Maw of Rodia.

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Any creature that starts its turn within 10 feet of the slug must succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage.

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The slug can hold its breath for 1 hour.

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The slug makes one bite attack and one slam attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 17 (2d10+6) kinetic damage.

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the slug can't bite another target.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

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The slug makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the slug, and it takes 7 (2d6) kinetic damage plus 7 (2d6) acid damage at the start of each of the slug's turns. The slug can have only one target swallowed at a time. If the slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"You look like nothing more than a Bantha herder.\"

\"And you look like an overgrown Kowakian monkey-lizard, so I guess looks don't count for much.\"

- Desann and Kyle Katarn

DesignationSemi-sentient
ClassificationReptilian
Average length0,7 meters
Skin color
  • Yellow
  • Brownish-yellow
  • Red
  • Green
  • Light blue
Hair color
  • Black
  • Dark brown
  • Light brown
  • Orange
  • Green
  • Purple
  • Light blue
Eye ColorYellow
Homeworld
Kowak
Habitat
Rain forests
Diet
  • Insects
  • Worms
  • Small rodents

Kowakian monkey-lizards were a bipedal reptilian species native to a jungle-like Outer Rim planet called Kowak. Although they had no established culture, Kowakian monkey-lizards were quite intelligent, and despite their silly, cruel nature, they were considered sentient by many sentientologists in the galaxy, although there was much debate over that designation. Standing roughly seventy centimeters tall, Kowakian monkey-lizards had small, spindly bodies, two large, floppy ears and a beak-like nose, with tufts of thick hair growing around their neck and on the tops of their heads. Some subspecies had long, prehensile tails.

Kowakian monkey-lizards were rarely found off their homeworld, although it was not uncommon to find a monkey-lizard in the service of a crime lord. One such individual was Salacious B. Crumb, a court jester on Tatooine for Hutt gangster Jabba Desilijic Tiure. Crumb perished along with his master when Jabba's sail barge was destroyed in 4 ABY. At least one Force-sensitive monkey-lizard was known to exist—a mutated Dark Jedi named Picaroon C. Boodle, who served under Jerec. Pic was ultimately killed by Rebel agent Kyle Katarn above the Sulon Star.

Biology and appearance

Kowakian monkey-lizards were reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They had two large, highly sensitive, floppy ears, which curved backwards and narrowed into a thin, hairy point, and often had several small holes in them, though not always. Some monkey-lizards wore piercings in those ears. In place of a nose, monkey-lizards had a wide, hooked, dark-colored beak, like that of a reptile, which could be opened to reveal a large, toothless mouth. In some specimens, that beak was a different color from the rest of the body, even having two shades, such as white and black. They had two wild, yellow eyes, which were usually very close to each other, although that feature varied. Their skin color was typically a light brown or tan color, though some had red, green, blue, or yellow skin, or even a combination of two of those hues. A particular monkey-lizard might exhibit different-colored markings around the eyes.

Each monkey-lizard had tufts of thick hair growing around their neck, resembling a ruff, on the tops of their heads, and at corners of their jawbones. Some also had a tuft at the tip of the tail. The color of that hair varied: it was usually black or dark brown, though a lighter brown, green, purple, as well as a slightly orange shade were also known to exist. Kowakian monkey-lizards generally had long, thin tails, though some variants of the species had no tail. Their limbs ended in three spindly digits that sported sharp talons. Immature monkey-lizards were once described by Darth Vectivus as being the \"ugliest larvae in the galaxy\".

Society and culture

\"Swing it, little monkey-lizard!\"

- Fode

Monkey-lizards resided mainly in large tree nests, and enjoyed swinging through the green rain forests of Kowak. Their diet consisted largely of various insects, worms and small rodents. They ate quite regularly, as their small bodies required much nourishment. They were also scavengers, choosing to eat carrion instead of fresh meat or vegetables. Rotting flesh was quite unhealthy to eat, so many in the galaxy speculated as to why they chose it: theories included that they preferred to have others do their work, or they wished to avoid predatory animals.

Monkey-lizards were extremely destructive and curious, and loved to explore, rarely leaving the packs they moved around in for protection against predators. They often used their ceaseless, loud laughter to scare off any potential attackers. They traveled in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spent time fighting over the food instead of sharing it. Kowakians were known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They had a clear sense of mischief and humor, and were known to mock others, laugh at them, and even fling objects towards them simply because they found it amusing. They were able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wished. Monkey-lizards were also known to laugh at appropriate times during conversations, and could often repeat back what they heard fairly accurately.

Members of the species could attack even larger foes, like Humans, by climbing onto them; clawing, and biting. For instance, a monkey-lizard might latch on to a foe's face and scratch it, or the monkey-lizard might bite the opponent's leg. Some even exhibited the ability to wield melee weapons in combat, such as knives. Members of the species could move quickly, shambling about on all fours and climbing rapidly over intervening obstacles.

The sentience of Kowakian monkey-lizards was a highly debated topic among the greater galactic scientific community. The issue was never officially decided, though many declared them sentient; they believed this as although monkey-lizards were cruel, they were also quite intelligent.

Monkey-lizards had very little culture or structured society to speak of. They had a sort of hierarchical boundary within each group of nests, with the oldest female acting as leader. Each monkey-lizard was given a specific role: some were assigned to gather food, others would maintain the nest, while yet others scouted for predators. Nothing was known about how the monkey-lizards reproduced; in the wild, monkey-lizards usually chased away those who attempted to study them and their behavior, and those in captivity had to be separated from other members of their species due to the noise levels they exhibited when left together. Sentientologists estimated that monkey-lizards laid eggs as a group about once a year, with only a few of the eggs surviving to hatch.

History

Monkey-lizards played no real part in galactic society; they rarely left their homeworld and were considered too wild to be let loose in proper society. Various scientists had attempted to study them in the wild, but all of these attempts proved fruitless; the monkey-lizards did not take well to being observed. A group of University of Coruscant zoologists once visited Kowak hoping to conduct a study on the planet's spindly inhabitants. The zoologists noted that at first the monkey-lizards were apprehensive towards them, and seemed to be trying to keep to themselves. After about a week of being watched from afar with macrobinoculars, the monkey-lizards began to wander into the group's camp, inspecting their equipment and looking around. The zoologists eventually began to offer the creatures some of their food; that was when the Kowakians's cruel streak emerged. They hid a snake in one of the zoologist's bags, destroyed their expensive equipment, ate all their food, played in their tents and even left barrels of water on top of branches, pouring their contents down on anyone who walked below. The zoologists had no choice but to leave the planet. The Shi'ido anthropologist Mammon Hoole included an entry on the species in his publication The Essential Guide to Alien Species.

Kowakian monkey-lizards in the galaxy

\"You're not going to trust this…this…\"

\"Hutt Slime?\"

\"Kowakian monkey-lizard?\"

- CS-2207 helping Ahsoka Tano and CT-7567 to insult Cad Bane by using the name of the species

Early on in the galaxy's history, Kowakian monkey-lizards were rarely, if ever found offworld. Despite that, they occasionally wandered onto a visiting ship and could end up almost anywhere. For instance, the swamps of the planet Baroonda were home to a sizable monkey-lizard population.

Later on, a large number of monkey-lizards were found in the galactic underworld, often tied to criminal organizations. That was due both to their ability to repeat things exactly as they heard them, as well as the fact that they made excellent spies. Although monkey-lizards were quite popular with some among the upper classes, who kept them as pets for their own amusement, they were usually frowned upon in civilized society; likely because it was impossible to train a monkey-lizard, regardless of the time and effort expended on the attempt, or even the method used. Monkey-lizards bought as pets were usually sold on after their owners realized that they couldn't control them, although some could grow to be loyal pets, such as in the case of Eeetch and Skreech. Their owners often complained of how they had a tendency to smash valuable items, deface art and furniture, and rummage through garbage compactors. Most people thought monkey-lizards were extremely obnoxious, and it was considered an insult to call someone a Kowakian monkey-lizard. Monkey-lizards who were taken as pets became extremely lazy, and they usually starved if returned to the wild. The monkey-lizard Gibberous Crumb was raised by a Hutt, but was abandoned by its master and entered the care of the Oblee crime lord Nirama, who considered Crumb to be an annoyance. The Hut, a hangout for Podracer pilots in the latter years of the Galactic Republic, had a house monkey-lizard who played instruments.

During the Clone Wars, monkey-lizards named Pilf Mukmuk and Pikk Mukmuk were part of a gang of pirates led by the Weequay Hondo Ohnaka, who kept the creatures around due to his amusement at their penchant for laughing at inappropriate times. Pilf Mukmuk was the most famous monkey-lizard in the galaxy at the time. Although he lived on the planet Florrum, Mukmuk used his small size to infiltrate secure locations, such as ventilation ducts. Indeed, on one occasion, Ohnaka had Mukmuk smuggle a sedative into the ventilation system of Anakin Skywalker and Obi-Wan Kenobi's craft; the drug knocked them out. Meanwhile, Muk Muk monkey accompanied Ohnaka to the planet Felucia on a mission to rob the local farmers of their valuable Nysillin crops. When Ohnaka met resistance from the locals and their Jedi and bounty hunter allies, Muk Muk monkey helped the pirate fight Anakin Skywalker by manning the WLO-5 speeder tank Skywalker and Ohnaka were standing on as they fought. The monkey-lizard's shots managed to kill the bounty hunter Rumi Paramita, but Skywalker was able to hold off the pirates until they escaped. Ohnaka's gang sometimes staged fights between their pet monkey-lizards at their base on Florrum.

Also during the Clone Wars, Togruta Padawan Ahsoka Tano encountered a monkey-lizard named Muk Muk Monkey, who was accompanied by a pair of Weequay outside a bar in Coruscant's slum district G17. Another monkey-lizard engaged in a knife fight with a momong on the planet Zygerria when a group of Jedi and their clone trooper captain, CT-7567, arrived to investigate a kidnapped colony of Togruta. Such encounters led the Jedi Master Yoda to declare monkey-lizards possibly the most annoying species in the galaxy, albeit one not to be underestimated.

In very rare cases, a monkey-lizard served as a mechanic or engineer; one such being once repaired Boba Fett's armor at a workshop in Ma'ar Shaddam. He was later killed by Risso Nu. A Kowakian monkey-lizard also served as a companion of the famous pirate known as Reginald Barkbone, and another was known to occupy StarForge Station.

Picaroon C. Boodle, or Pic for short, was the only known Force-sensitive monkey-lizard. Early in his life, he traveled the galaxy with a smuggler named Az-Iban; however, sometime during the reign of Emperor Palpatine he was quarantined on Eriadu after being suspected of suffering from Cyborrean rabies. He eventually came into Imperial custody, and because of his Force-sensitivity, he was used as a research subject by Imperial scientist Tuzin Gast. Pic, as well as a Gamorrean named Gorc, was a subject in the experimental Project Chubar. Eventually, the two creatures were transferred to the service of Dark Jedi Cronal, who wanted two Force-sensitive \"animals\" to run tests on. Cronal used Sith alchemy on the two \"animals,\" until they became mutated Sithspawn, sharing each other's genes and personality, as well as having a link in the Force. The two mutants worked well as a team, and developed a friendship of sorts, with Pic looking out for the dim-witted Gorc's safety. The two joined Jerec's group of Seven Dark Jedi, who aimed to discover the lost Valley of the Jedi. Kyle Katarn foiled the group's plans, killing Gorc aboard the Sulon Star. Pic was devastated by this, and attacked Katarn with his Sith dagger in a frenzy, before having his head bashed in by the Jedi.

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DesignationNon-sentient
ClassificationFeline
Races
  • Planis hunter
  • Swamp stalker
Average height2 meters
Average length3 meters
Hair colorVaried (brown and reds)
Homeworld
  • Naboo
  • Corellia
Habitat
  • Grasslands
  • Swamps
DietCarnivorous

The tusk cat was a fawn-colored feline predator found on the world of Naboo and its moon Rori.

Biology

Tusk cats were large feline predators with a large pair of distinct tusks growing from their lower jaws. This put them at morphological odds with many tusked animals which often featured tusks growing from the upper jaw. A second, less-noticeable pair of tusk-like fleshy appendages grew from their cheekbones. Tusk cats were covered in fur that could range from browns to grays to almost red, and gray ones had faint spotted patterns. They seemed to share some features with ungulates, with swift galloping gaits and toes ending in hoof-like appendages. Some smaller subspecies featured more claw-like digits as well as variations on the number of tusk-like facial wattles. Their tails were long and muscular to balance them as they ran, ending in a leaf-shaped spur. They were known for keen eyesight and a sharp sense of smell. They appeared similar to the larger Naboo predator known as the narglatch.

Behavior

Tusk cats were carnivorous and preyed upon smaller animals native to Naboo. Natural shepherds, they mated for life and instinctively formed prides to guard herds of Shaak and gualama, killing one to eat every seven or eight days. Their tusks were used as both offensive hunting weapons as well as for defense. Though they were aggressive predators, as cubs they could easily be domesticated and even ridden, but could also adapt back to the wild if released.

History

Mounts

Despite their predatory nature, tusk cats could be tamed for a variety of uses, notably as mounts. Domesticated tusk cats were said to be naturally protective and gentle towards Naboo children. Tusk cat riders were employed as shepherds for various livestock, including shaak and the royal Gualama herd. Tusk cats also served as military patrol vehicles for the Naboo military, recreational attractions, police work, and ceremonial beasts with royalty. When outfitting a tusk cat mount, the traditional bridle was abandoned in favor of a harness attached to the tusks. During the Victory Races of Naboo, Queen Padmé Amidala herself rode a tusk cat. The tusks of dead tusk cats were typically carved into memorial cups and displayed.

Pets

Tusk cats were among many creatures moved off-planet as pets following The Battle of Naboo due to the growing demand for Naboo pets among spacers.

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DesignationSentient
ClassificationCephalopod
Average length7 to 10 meters
Skin colorDeep purple
Distinctions
  • Seven suckered tentacles
  • Several hearts
  • Blue blood
  • Ability to change color
  • Ability to regenerate limbs
Homeworld

Vodran

Habitat
  • Sewers
  • Swamps
DietOminvore
LanguageDianoga

Dianoga were large omnivorous cephalopods that hailed from the planet Vodran in the Si'Klaata Cluster. Although primitive, they were actually sentient, and some dianoga were sensitive to the Force.

Biology and appearance

Dianoga were sentient cephalopods characterized by seven suckered tentacles, an eyestalk, a mouth of sharp teeth, and several hearts. They could grow to a length of 7 to 10 meters. Their blood had a blue tint.

Although they could survive in the open air for short periods of time, dianoga were entirely dependent on water, lest they completely dried out.

While physically hermaphroditic, dianoga could choose to identify as female, diangous (the most common gender), or male. The mating process involved partners exchanging eggs with one another.

The normal skin color of a mature individual was a deep purple, but dianoga could change their color and patterns for active camouflage. They could notably turn black, gray, and even transparent. They also had the ability to regenerate lost limbs.

Dianoga were omnivores, feeding on smaller animals like fish and crabs, but also feed on bones and aquatic plants.

Society and culture

Dianoga had a primitive tribal culture. When they were not feeding, they often spoke a deep, complex humming language. Because its reverberations carried so completely in the water, that language scared away all nearby prey. Their people venerated water, which they called \"the Great Cleanser When It Was Time to Be Cleansed\", and believed in reincarnation.

History

Dianoga hailed from Vodran, a swampy planet located in the Si'Klaata Cluster. They shared their world with the sentient Vodrans, who usually stayed well away from the deeper wetlands.

Dianoga in the galaxy

At some point before the Battle of Yavin in 0 BBY, a female dianoga named Omi was captured by Vodrans, who handed her to members of the Galactic Empire en route to their new Death Star battle station. She was dumped into the Death Star's garbage masher 3263827, where she would feed on the organic materials that occasionally fell in. During the rescue of Leia Organa, Luke Skywalker first realized something was alive in the garbage compactor, but shortly after his realization, Omi dragged Skywalker underwater. Han Solo and Organa were unable to locate him, but the dianoga released him just before the walls began to close.

Experienced chefs could make grilled dianoga into a tasty breakfast dish, but overcooking it would activate the blood parasites in the fatty tissue, destroying the flavor.

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The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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The dianoga can make two attacks: one with its tentacles and one with its bite.

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Melee Weapon Attack +4, Reach 10 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target is grappled (escape DC 11). Until this grapple ends, the target is restrained.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

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\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

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The bogwing is considered to be a Medium animal for the purposes of determining its carrying capacity.

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The bogwing can make two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an aront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with theForce in order to use Vongsense.

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The warrior can't be aff\u0000ected or detected by force powers of 2nd level or lower. It has advantage on saving throws against all other force powers and e\u0000ffects.

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As a bonus action, the warrior can change the form of its amphistaff\u0000.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The warrior can make two melee weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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The Alpha-class Advanced Recon Clones were a group of 100 Advanced Recon Clones created from Jango Fett's DNA by the cloners of Kamino. After completing standard flash training and accelerated growth, these clones were placed under the direct tutelage of Jango Fett. Under Fett's strict discipline they learned to use their fierce independence, innate creativity, and physical superiority in combination with their training in advanced weapons and vehicles to become virtual one-man armies. After completing their training, the ARC troopers were locked in stasis on Kamino until they were required.

Alternative weapons

For a more heavily armed ARC trooper. Switch out the WESTAR-M5 Blaster Rifle for a Blaster Cannon, Missile Launcher. or Rotary Cannon with the Recoil Dampener modification.
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The ARC trooper has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

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On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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The ARC trooper has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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.

The ARC trooper makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 11 (1d8+7) energy damage

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One target within range must succeed on a Dexterity saving throw (DC ) or take 16 (2d8+7) energy damage.

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage.

The ARC trooper loads and fires a grenade chosen from the options below, choosing a point within 60/240 feet. If the grenade is fired at long range, the saving throw is made at advantage.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 9 (1d4+7) kinetic damage.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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Trees were a type of plant found on many planets and moons throughout the galaxy. Some sentient species such as the Wookiees of the planet Kashyyyk and the Ewoks of the Forest Moon of Endor made their homes in the branches of trees. The subterranean caverns of Aleen housed a species of tree-like sentients, the Kindalo.

On Ahch-To, the birthplace of the Jedi Order and the location of the first Jedi Temple, a library existed inside of a uneti tree, containing Jedi knowledge.

During his life on Tatooine, trees were unimaginable to Luke Skywalker, who had never seen them in the landscape of the desert planet, however trees were found on Tatooine in the poles where the desert surface was much like a savannah. This explains how Tatooine has a breathable atmosphere, with oxygen.

Trees were of great importance in Wookiee culture. A saying in their native language of Shyriiwook was that \"The trees are life\", though this was only a rough translation.

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While the tree remains motionless, it is indistinguishable from a normal tree.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 23 (4d8+5) kinetic damage

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Chaotic Dark","species":"","type":"(humanoid) or Large (beast) force entity","environment":"","cr":22,"powerLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":["cold","lightning","necrotic"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weaponry"},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","frightened","poisoned","paralyzed"],"custom":"Exhausted"},"senses":"truesight 120 ft., passive Perception 18","languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"ins":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"per":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","token":{"flags":{},"name":"The Son, Avatar of Power","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"k0sXEYQqCJH0EQzX","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":260,"max":260},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"NWIxYmU5Nzk2Y2Jm","flags":{},"name":"Beast Form","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son can transition between humanoid and beast forms using a legendary action. While in beast form, the Son uses his Charisma modifier for attack and damage rolls when making a claw attack, and adds his Wisdom modifier to his AC.

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While in his humanoid form, the Son adds his Charisma modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YTg4NmRkN2QwZDI3","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son's forcecasting Ability is Charisma, (power save DC 21, +13 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, shock (cast as a 17th level forcecaster), coerce mind 3/Day Each: dominate mind, fear, force lightning (cast as a 3rd level force power), siphon life

1/Day Each: force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NzJjZjUwMWY0YjVl","flags":{},"name":"Dark Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son has advantage against the saving throws against Dark force powers.

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When the Son rolls damage on a power or melee weapon attack, he can use his reaction to reroll a number of the damage dice equal to his charisma modifier (7). He must use the new rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"M2Q2OWVlYjRhMTI4","flags":{},"name":"Enhanced Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son's force powers are considered Enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"OTMyYzgxMWY1M2Iw","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

If The Son fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"Y2ViZjQ3Y2I2NzA1","flags":{},"name":"Dark Lightning","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

When the son successfully deals lightning damage to a creature, he can activate one of the following effects as a bonus action (on his turn) or by using a reaction (on another creature's turn).

The target must make a Constitution saving throw (DC 21) and suffer one of the following effects (the effect is of the Son's choice, and he chooses the effect before the target rolls their saving throw):

1. Powerful Burst: On a success, the target is pushed 10ft, and on a failure, the target is knocked prone as well.

2. Lingering Burst: On a success, the target is shocked until the start of the targeted creatures turn. On a failure, the target is shocked until the end of The Son's next turn.

3. Stunning Burst: On a failure, the target is stunned until the start of The Son's next turn, and The Son is considered concentrating on this effect. On a success, the target suffers no effect.

4. Weakening Burst: On a failure, the target is paralyzed until the start of their next turn, and the Son is considered concentrating on this effect. On a success, the target suffers no effect.

5. Debilitating Burst: On a failure, the target is Blinded and Deafened until the end of the Son's next turn. On a success, the target is considered poisoned until the end of the target's next turn. In either case, the Son is considered concentrating on this effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YzIwOWUwODFlNTRi","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MDZlYjYxMTIzNzg4","flags":{},"name":"Multiattack (humanoid form)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

.

The Son can make two attacks using the shock at-will power.

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.

The Son makes three claw attacks.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 28 (6d6+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":11,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"Zjc3MjJjNDJjNDYw","flags":{},"name":"Quick Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

.

The Son can cast one of his at will force powers, or he can spend 2 legendary actions to cast any of his available force powers.

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.

The Son makes a claw attack.

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.

The Son moves up to his speed without provoking opportunty attacks.

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.

The Son transitions from a beast form to a humanoid form or vice versa.

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\"You look like nothing more than a Bantha herder.\"

\"And you look like an overgrown Kowakian monkey-lizard, so I guess looks don't count for much.\"

- Desann and Kyle Katarn

DesignationSemi-sentient
ClassificationReptilian
Average length0,7 meters
Skin color
  • Yellow
  • Brownish-yellow
  • Red
  • Green
  • Light blue
Hair color
  • Black
  • Dark brown
  • Light brown
  • Orange
  • Green
  • Purple
  • Light blue
Eye ColorYellow
Homeworld
Kowak
Habitat
Rain forests
Diet
  • Insects
  • Worms
  • Small rodents

Kowakian monkey-lizards were a bipedal reptilian species native to a jungle-like Outer Rim planet called Kowak. Although they had no established culture, Kowakian monkey-lizards were quite intelligent, and despite their silly, cruel nature, they were considered sentient by many sentientologists in the galaxy, although there was much debate over that designation. Standing roughly seventy centimeters tall, Kowakian monkey-lizards had small, spindly bodies, two large, floppy ears and a beak-like nose, with tufts of thick hair growing around their neck and on the tops of their heads. Some subspecies had long, prehensile tails.

Kowakian monkey-lizards were rarely found off their homeworld, although it was not uncommon to find a monkey-lizard in the service of a crime lord. One such individual was Salacious B. Crumb, a court jester on Tatooine for Hutt gangster Jabba Desilijic Tiure. Crumb perished along with his master when Jabba's sail barge was destroyed in 4 ABY. At least one Force-sensitive monkey-lizard was known to exist—a mutated Dark Jedi named Picaroon C. Boodle, who served under Jerec. Pic was ultimately killed by Rebel agent Kyle Katarn above the Sulon Star.

Biology and appearance

Kowakian monkey-lizards were reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They had two large, highly sensitive, floppy ears, which curved backwards and narrowed into a thin, hairy point, and often had several small holes in them, though not always. Some monkey-lizards wore piercings in those ears. In place of a nose, monkey-lizards had a wide, hooked, dark-colored beak, like that of a reptile, which could be opened to reveal a large, toothless mouth. In some specimens, that beak was a different color from the rest of the body, even having two shades, such as white and black. They had two wild, yellow eyes, which were usually very close to each other, although that feature varied. Their skin color was typically a light brown or tan color, though some had red, green, blue, or yellow skin, or even a combination of two of those hues. A particular monkey-lizard might exhibit different-colored markings around the eyes.

Each monkey-lizard had tufts of thick hair growing around their neck, resembling a ruff, on the tops of their heads, and at corners of their jawbones. Some also had a tuft at the tip of the tail. The color of that hair varied: it was usually black or dark brown, though a lighter brown, green, purple, as well as a slightly orange shade were also known to exist. Kowakian monkey-lizards generally had long, thin tails, though some variants of the species had no tail. Their limbs ended in three spindly digits that sported sharp talons. Immature monkey-lizards were once described by Darth Vectivus as being the \"ugliest larvae in the galaxy\".

Society and culture

\"Swing it, little monkey-lizard!\"

- Fode

Monkey-lizards resided mainly in large tree nests, and enjoyed swinging through the green rain forests of Kowak. Their diet consisted largely of various insects, worms and small rodents. They ate quite regularly, as their small bodies required much nourishment. They were also scavengers, choosing to eat carrion instead of fresh meat or vegetables. Rotting flesh was quite unhealthy to eat, so many in the galaxy speculated as to why they chose it: theories included that they preferred to have others do their work, or they wished to avoid predatory animals.

Monkey-lizards were extremely destructive and curious, and loved to explore, rarely leaving the packs they moved around in for protection against predators. They often used their ceaseless, loud laughter to scare off any potential attackers. They traveled in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spent time fighting over the food instead of sharing it. Kowakians were known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They had a clear sense of mischief and humor, and were known to mock others, laugh at them, and even fling objects towards them simply because they found it amusing. They were able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wished. Monkey-lizards were also known to laugh at appropriate times during conversations, and could often repeat back what they heard fairly accurately.

Members of the species could attack even larger foes, like Humans, by climbing onto them; clawing, and biting. For instance, a monkey-lizard might latch on to a foe's face and scratch it, or the monkey-lizard might bite the opponent's leg. Some even exhibited the ability to wield melee weapons in combat, such as knives. Members of the species could move quickly, shambling about on all fours and climbing rapidly over intervening obstacles.

The sentience of Kowakian monkey-lizards was a highly debated topic among the greater galactic scientific community. The issue was never officially decided, though many declared them sentient; they believed this as although monkey-lizards were cruel, they were also quite intelligent.

Monkey-lizards had very little culture or structured society to speak of. They had a sort of hierarchical boundary within each group of nests, with the oldest female acting as leader. Each monkey-lizard was given a specific role: some were assigned to gather food, others would maintain the nest, while yet others scouted for predators. Nothing was known about how the monkey-lizards reproduced; in the wild, monkey-lizards usually chased away those who attempted to study them and their behavior, and those in captivity had to be separated from other members of their species due to the noise levels they exhibited when left together. Sentientologists estimated that monkey-lizards laid eggs as a group about once a year, with only a few of the eggs surviving to hatch.

History

Monkey-lizards played no real part in galactic society; they rarely left their homeworld and were considered too wild to be let loose in proper society. Various scientists had attempted to study them in the wild, but all of these attempts proved fruitless; the monkey-lizards did not take well to being observed. A group of University of Coruscant zoologists once visited Kowak hoping to conduct a study on the planet's spindly inhabitants. The zoologists noted that at first the monkey-lizards were apprehensive towards them, and seemed to be trying to keep to themselves. After about a week of being watched from afar with macrobinoculars, the monkey-lizards began to wander into the group's camp, inspecting their equipment and looking around. The zoologists eventually began to offer the creatures some of their food; that was when the Kowakians's cruel streak emerged. They hid a snake in one of the zoologist's bags, destroyed their expensive equipment, ate all their food, played in their tents and even left barrels of water on top of branches, pouring their contents down on anyone who walked below. The zoologists had no choice but to leave the planet. The Shi'ido anthropologist Mammon Hoole included an entry on the species in his publication The Essential Guide to Alien Species.

Kowakian monkey-lizards in the galaxy

\"You're not going to trust this…this…\"

\"Hutt Slime?\"

\"Kowakian monkey-lizard?\"

- CS-2207 helping Ahsoka Tano and CT-7567 to insult Cad Bane by using the name of the species

Early on in the galaxy's history, Kowakian monkey-lizards were rarely, if ever found offworld. Despite that, they occasionally wandered onto a visiting ship and could end up almost anywhere. For instance, the swamps of the planet Baroonda were home to a sizable monkey-lizard population.

Later on, a large number of monkey-lizards were found in the galactic underworld, often tied to criminal organizations. That was due both to their ability to repeat things exactly as they heard them, as well as the fact that they made excellent spies. Although monkey-lizards were quite popular with some among the upper classes, who kept them as pets for their own amusement, they were usually frowned upon in civilized society; likely because it was impossible to train a monkey-lizard, regardless of the time and effort expended on the attempt, or even the method used. Monkey-lizards bought as pets were usually sold on after their owners realized that they couldn't control them, although some could grow to be loyal pets, such as in the case of Eeetch and Skreech. Their owners often complained of how they had a tendency to smash valuable items, deface art and furniture, and rummage through garbage compactors. Most people thought monkey-lizards were extremely obnoxious, and it was considered an insult to call someone a Kowakian monkey-lizard. Monkey-lizards who were taken as pets became extremely lazy, and they usually starved if returned to the wild. The monkey-lizard Gibberous Crumb was raised by a Hutt, but was abandoned by its master and entered the care of the Oblee crime lord Nirama, who considered Crumb to be an annoyance. The Hut, a hangout for Podracer pilots in the latter years of the Galactic Republic, had a house monkey-lizard who played instruments.

During the Clone Wars, monkey-lizards named Pilf Mukmuk and Pikk Mukmuk were part of a gang of pirates led by the Weequay Hondo Ohnaka, who kept the creatures around due to his amusement at their penchant for laughing at inappropriate times. Pilf Mukmuk was the most famous monkey-lizard in the galaxy at the time. Although he lived on the planet Florrum, Mukmuk used his small size to infiltrate secure locations, such as ventilation ducts. Indeed, on one occasion, Ohnaka had Mukmuk smuggle a sedative into the ventilation system of Anakin Skywalker and Obi-Wan Kenobi's craft; the drug knocked them out. Meanwhile, Muk Muk monkey accompanied Ohnaka to the planet Felucia on a mission to rob the local farmers of their valuable Nysillin crops. When Ohnaka met resistance from the locals and their Jedi and bounty hunter allies, Muk Muk monkey helped the pirate fight Anakin Skywalker by manning the WLO-5 speeder tank Skywalker and Ohnaka were standing on as they fought. The monkey-lizard's shots managed to kill the bounty hunter Rumi Paramita, but Skywalker was able to hold off the pirates until they escaped. Ohnaka's gang sometimes staged fights between their pet monkey-lizards at their base on Florrum.

Also during the Clone Wars, Togruta Padawan Ahsoka Tano encountered a monkey-lizard named Muk Muk Monkey, who was accompanied by a pair of Weequay outside a bar in Coruscant's slum district G17. Another monkey-lizard engaged in a knife fight with a momong on the planet Zygerria when a group of Jedi and their clone trooper captain, CT-7567, arrived to investigate a kidnapped colony of Togruta. Such encounters led the Jedi Master Yoda to declare monkey-lizards possibly the most annoying species in the galaxy, albeit one not to be underestimated.

In very rare cases, a monkey-lizard served as a mechanic or engineer; one such being once repaired Boba Fett's armor at a workshop in Ma'ar Shaddam. He was later killed by Risso Nu. A Kowakian monkey-lizard also served as a companion of the famous pirate known as Reginald Barkbone, and another was known to occupy StarForge Station.

Picaroon C. Boodle, or Pic for short, was the only known Force-sensitive monkey-lizard. Early in his life, he traveled the galaxy with a smuggler named Az-Iban; however, sometime during the reign of Emperor Palpatine he was quarantined on Eriadu after being suspected of suffering from Cyborrean rabies. He eventually came into Imperial custody, and because of his Force-sensitivity, he was used as a research subject by Imperial scientist Tuzin Gast. Pic, as well as a Gamorrean named Gorc, was a subject in the experimental Project Chubar. Eventually, the two creatures were transferred to the service of Dark Jedi Cronal, who wanted two Force-sensitive \"animals\" to run tests on. Cronal used Sith alchemy on the two \"animals,\" until they became mutated Sithspawn, sharing each other's genes and personality, as well as having a link in the Force. The two mutants worked well as a team, and developed a friendship of sorts, with Pic looking out for the dim-witted Gorc's safety. The two joined Jerec's group of Seven Dark Jedi, who aimed to discover the lost Valley of the Jedi. Kyle Katarn foiled the group's plans, killing Gorc aboard the Sulon Star. Pic was devastated by this, and attacked Katarn with his Sith dagger in a frenzy, before having his head bashed in by the Jedi.

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The monkey-lizard has advantage on attack rolls against a creature if at least one of the monkey-lizard's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

Assassins

Members of the profession are referred to by many euphemisms and epithets: \"problem solvers\" in the Corporate Sector Authority, \"exterminators\" in the Outer Rim Territories, and \"slayers\" in the Core Worlds. Whatever their name, most professional assassins are concerned solely with credits, though some kill for political or religious reasons, or merely for love of killing. This makes assassins simultaneously the best- paid and most-despised members of the galaxy's underworld.

Though assassination is illegal on most planets, on some, such as Umbara, assassinations are a relatively normal part of society. 

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During its fi\u0000rst turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDU4MzJhNjZkMTUw","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NjAyZTgwN2M2NzU2","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The assassin makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NjkxZjc1NDdiZjA0","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/420_-_Assassin/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmRjMmM3MmNjOWU4","flags":{},"name":"Hold-out","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/420_-_Assassin/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"kV74kUBv2BH4wkTL","name":"Voxyn","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"natural armor"},"hp":{"value":170,"min":0,"max":170,"temp":0,"tempmax":0,"formula":"20d10+60"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"50 ft","special":"climb 30 ft"},"prof":5,"powerdc":13,"powerLevel":0,"bar1":{"value":170,"min":0,"max":170},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"Voxyn. They hunt us.\"

- Tesar Sebatyne

DesignationNon-sentient
ClassificationReptile hound
Average height1 meter
Average lengthOver 4 meters
Skin color
  • Black
  • Green
Eye colorYellow
Distinctions
  • Poisonous barbed tail
  • Spitting acid
  • Sonic screeches
  • Disease-infested claws
  • 8 legs
Average lifespanAbout 3 months, if without a certain nutrient from Myrkr
Habitat
Multiple
Diet
Carnivorous

Voxyn were a genetic cross between a fero xyn and a vornskr—both deadly predators—shaped into being by the sentient Yuuzhan Vong species. Designed to hunt and kill the Force-sensitive Jedi of the galaxy, which the Yuuzhan Vong were invading, the reptilian hounds were all clones of the voxyn queen, the only successful cross between the vornskr and the fero xyn. As they were made to kill Jedi, the voxyn could sense Force-sensitives through the Force and had a variety of deadly abilities and tools at their disposal: sonic blasts, flesh–melting acid, disease–coated claws, and a poisonous barbed tail. After creation, voxyn were typically trained by the Yuuzhan Vong aboard the worldship Baanu Rass over the world of Myrkr to hunt Jedi in a multitude of environments as well as how to avoid various hazards. Measuring a meter high and over four meters in length, the carnivorous voxyn were fast and agile on their eight legs.

In existence by 27 ABY, in the midst of the war between the Yuuzhan Vong and the New Republic, the voxyn quickly killed many Jedi on numerous worlds, becoming a great source of concern to the New Jedi Order. The Jedi focused on dealing with this threat by dispatching a strike team to Myrkr, where the voxyn queen had been located. In the Myrkr system, the team boarded the Baanu Rass, where, although taking heavy casualties, it managed to kill the voxyn queen and put a stop to the cloning of the voxyn, preventing any more of the beasts from being created. Because of the beasts' short life spans and their inability to reproduce, this spelled the end for the voxyn, and they began to die off. Despite the diminishing voxyn numbers, the Yuuzhan Vong continued to use them on critical missions, with the last voxyn perishing in the Treskov system in 28 ABY.

Biology and appearance

Yuuzhan Vong creations

\"Voxyn?\"

\"Yuuzhan Vong monsters, Jedi-killers. Stay away from anything that looks like an eight-legged reptile. Far away. These things spit acid and screech blastwaves. Maybe they do worse.\"

- Commander Gavin Darklighter and former politician Leia Organa Solo

Created by the sentient Yuuzhan Vong species, voxyn were a genetic cross between a fero xyn, a ferocious hunting animal from the Yuuzhan Vong's homeworld of Yuuzhan'tar, and a vornskr, a hound that was native to the planet Myrkr. All voxyn, save for the voxyn queen, were physically identical, as they were all clones of the queen, which was the first voxyn to have ever been created by the Yuuzhan Vong. The cells of voxyn deteriorated at a rapid rate if they were not exposed to a nutrient from the planet Myrkr, and as such, voxyn in other parts of the galaxy typically did not survive for more than a few months after their release. Although voxyn could lay eggs, these were sterile. As such, the creatures could not naturally reproduce, so they relied on Yuuzhan Vong cloning to maintain a population. Once a voxyn's cells started to deteriorate, the scales lost their color and flaked off; the creature's movements would then become listless as it lost energy, and its eyes would become filmy.

Standing about as high as an average Human's waist, at one meter, mature voxyn measured over four meters in length and were reptilian in appearance. A pair of oval yellow eyes were located on the voxyn's flattish head, which had a broad snout over six inches long filled with fangs, and its lithe body was covered in black or green scales and sported eight legs with claws. The creature's eyesight in poorly lit areas was particularly good, as voxyn eyes could see twice as far as normal in low light, as well as being able to distinguish colors in dimly lit areas. Voxyn torsos possessed a gut, stomach, and a rib cage that protected the internal organs. The voxyn body gave off heat, allowing it to be tracked by beings who had access to the infrared spectrum. The paws of the legs were round, and the toe pads housed a hundred deadly retroviruses, whose medium was the green slime that covered the voxyn's claws.

A series of sensory bristles ran down the creature's spine, and the voxyn also possessed a whip-like tail that had a white barb on it. A voxyn's tail was poisonous, a trait passed on by the vornskr, and the poison would cause swelling and make most creatures' flesh red for one to six days. The tail's barb could also be used to deliver a neural shock. The sensory bristles along the spine were coated with a powerful neurotoxin. According to the shapers who designed the voxyn, the effect of the sensory bristles' neurotoxin was not the same on all species. Some of those affected fell into convulsions and then into an endless sleep, while others weakened over many hours before losing the ability to breathe or swallow; yet others drowned in their own saliva.

Voxyn also had long, forked tongues and were able to shoot from their mouths via an efflux tube a jet of brown, acid-like saliva that burned anything it touched. This saliva could kill a humanoid easily if it landed on vital spots like the face, and some voxyn drooled this saliva when not in combat. The creatures were also armed with the ability to emit a sonic blast from their snouts, and this blast sent a compression wave that could temporarily disable a person's hearing, make them feel nauseous, and shatter eardrums. Voxyn blood was purple in color and, when exposed to air, became a neurotoxin that smelled like smoke and ammonia and had a detrimental effect on humanoid lungs that could take over a day to fully heal. Voxyn were also fast and agile on their feet, able to jump to great heights, and could swim in water. Additionally, voxyn could submerge themselves underwater for extended periods of time, though the blast effect of a concussion grenade could stun them while they were underwater and cause them to rise to the surface.

Resilient Jedi hunters

Voxyn were designed to hunt Jedi, beings who were sensitive to the Force. As such, voxyn possessed the ability to sense Force-sensitives like Jedi through the Force, an ability that vornskrs shared. Voxyn were unlike the rest of Yuuzhan Vong–created organisms in their ability to sense the Force, as members of the Yuuzhan Vong species and their other creations were completely devoid of the Force and could not touch it in any way. Even if the Force-sensitives diminished their presence in the Force, voxyn could still sense them, preventing Jedi from hiding from the hounds.

Jedi could sometimes feel voxyn through the Force as well, registering the creatures as a hungry or feral presence. Through the Force, voxyn could sometimes sense the emotions of Force-sensitives, and, occasionally, Force-sensitives could sense other things about voxyn rather than just the creatures' hunger. However, voxyn could, if they wished, hide their presence from Force-sensitives, preventing them from being able to detect the voxyn. Force-sensitives skilled with animals could sometimes convince the voxyn via the Force to do certain things by imparting ideas to them, such as attacking their Yuuzhan Vong minders, though this was difficult to do.

The genetically-created creatures were remarkably durable and difficult to kill, due in part to their ability to heal quickly. Voxyn could survive being pinned beneath a metal bulkhead, even if their torso was crushed almost flat. Additionally, they could survive the blast caused by thermal detonators and could function well even with the loss of limbs and chunks of flesh. A Jedi's lightsaber, which could typically cut through most things, had trouble cutting through a voxyn's foot, though a lightsaber could still kill a voxyn. The creatures' scales could also occasionally deflect a blaster bolt. When exposed to decompression, voxyn were able to make scale cocoons that allowed the creatures to survive for a time in vacuum, as long as they went into a deep hibernation. However, if voxyn remained in a vacuum too long, they would freeze to death, with every cell in their bodies bursting.

Behavior

Intelligent trackers

\"Four Jedi have died already. Your voxyn are proving most effective.\"

- Senator Viqi Shesh, to Warmaster Tsavong Lah

Although voxyn were classified as non-sentient, they were quite intelligent and possessed a natural cunning. They were smart enough to tap the activation stud of a lift tube if they wanted to use it and could occasionally sense when a trap was being laid for them, which would make them cautious. Voxyn were taught during their training to avoid both triggered traps and dangerous hazards, such as fire, to make them more effective hunters. However, voxyn occasionally had to be guided by their Yuuzhan Vong counterparts when inside unfamiliar locations, such as the interiors of residential areas, and voxyn who were confused by such conditions were considered useless to the Yuuzhan Vong. Voxyn learned from their mistakes if they survived their initial error, making them even better predators. However, unlike the voxyn queen, her clones were not cunning enough to use their surroundings to create advantages for themselves. Temperament-wise, Human Senator Viqi Shesh from the New Republic believed that voxyn were vicious in nature and enjoyed hurting things.

Voxyn had no fixed habitat, as they were taught versatility by their Yuuzhan Vong creators on the Baanu Rass worldship, and they learned to hunt in almost every habitat imaginable that existed in the galaxy—the target of the Yuuzhan Vong invasion. Voxyn could therefore survive and hunt effectively on a vast number of worlds, such as Kuat, Chiron, and Corellia. They were also comfortable hunting in and around mechanical objects, despite the aversion most Yuuzhan Vong had to them, as voxyn were conditioned from birth to be able to hunt Jedi anywhere. The creatures were carnivorous and would eat ysalamir, humanoids, and even lone Yuuzhan Vong. Food eaten by voxyn eventually reentered the environment as droppings. Feral voxyn aboard the Baanu Rass laired in a series of caves near the best source of food, which was the city of the slaves on the worldship.

Like the fero xyn, voxyn could be controlled by Yuuzhan Vong warriors and would obey commands given to them by their keepers. All voxyn, save the voxyn queen, were trained to stalk Jedi; the queen herself was trained to preserve her own life, to ensure the survival of voxyn as a species. The creatures typically hunted in packs of four when they tracked Jedi or Force-sensitives for the Yuuzhan Vong. Warriors were in enough control of voxyn that they could have the beast stay stationary while the Yuuzhan Vong tortured other individuals with the variety of dangerous abilities that the creatures possessed, such as their saliva. Specialized Yuuzhan Vong, known as voxyn handlers, usually accompanied voxyn packs, and the beasts would tolerate the leashes that the handlers sometimes put on them, though they would still snap at the handlers if they came too close. If a voxyn was close to its prey, it would sometimes break free from the handlers to attack its target.

While looking for the trail of a Jedi or other Force-sensitive, voxyn typically swept their heads from side to side and sometimes howled when they first sensed a Jedi or other Force-user. While hunting for Jedi, voxyn would occasionally circle other non–Force-sensitives to investigate them and would cock their heads at loud noises. Voxyn also licked the air with their tongues while on the hunt and would keep their eyes fixed on the floor while their tails waved about if they had located a Force-sensitive and were following it. The creatures were resilient in their hunting, and Jedi found them difficult to deter from their tails. Additionally, voxyn continued to hunt their prey even after sustaining heavy injuries, such as the loss of limbs. Hunting Force-sensitives filled voxyn with energy, and the listless voxyn who were nearing the end of their life-spans would shake off their lethargy when they sensed prey. When entering combat with a Force-sensitive or other enemy, voxyn liked to open with a sonic screech over any other attack. Occasionally, voxyn used their acid to melt holes in which to hide.

Feral voxyn and behavioral idiosyncrasies

\"The shapers cannot understand why, but ysalamiri drive voxyn mad. The voxyn lose their natural cunning. In experiments similar to this, I have seen them tear their own legs off to get the ysalamiri.\"

- Commander Duman Yaght

In the event that the Yuuzhan Vong lost a voxyn, the creature could still survive on its own, and it became feral. Even feral voxyn would attack and harass Force-sensitives, despite not being ordered to do so. Though they were able to create a cocoon to survive the depressurization of vacuum, voxyn sometimes panicked when they suddenly lost the ability to breathe air.

For a reason that the shapers who created the voxyn could not understand, voxyn hated ysalamir, creatures that were able to repel the Force. Voxyn lost their natural intelligence when ysalamiri were near and would try to eat the creatures; during experiments in which voxyn's legs were bound to the ground with blorash jelly and a ysalamir was placed out of reach in front of them, voxyn would sometimes tear off their own legs to get at the other creature. When certain voxyn could not reach the ysalamir to eat it, they would eventually resort to killing it. Some Yuuzhan Vong warriors gave ysalamiri to voxyn as treats.

Even though voxyn were sterile and could not reproduce, some feral voxyn still created nests and guarded them in a territorial style, bringing in corpses to the nests to feed the young that they would never have. Voxyn would not leave their nests unless they felt threatened and defended the nests from both other voxyn and beings not from their species, though nesting voxyn were more inclined to stay in their nest than attack a passerby unless otherwise provoked. In some instances, voxyn would starve themselves to death rather than leave the nest to hunt. While guarding a nest, agitated voxyn would ruffle their neck scales and scratch the ground. Those voxyn without nests became excited if they found fresh corpses while hunting that could potentially nourish their young, and they would drag them back to a voxyn nesting area.

History

Creation

\"They're cloning the voxyn!\"

\"Why would they do that? Would it not make more sense to breed them?\"

\"Perhaps. Unless they have only one.\"

- Jedi Cilghal and Tenel Ka Djo deduce the existence of the voxyn queen

In the year 25 ABY, the sentient Yuuzhan Vong, who were gifted in the use and creation of biotechnology, invaded the galaxy of the New Republic. In what came to be known as the Yuuzhan Vong War, the invading species came into conflict with the Force-using Jedi Knights and, seeing them as worthy adversaries and thus a problem, began working on a project designed to destroy them, of which Master Shaper Yal Phaath was placed in charge. Shortly after the Yuuzhan Vong captured the Jedi–controlled moon of Yavin 4, the Yuuzhan Vong shapers became aware of the vornskrs of the planet Myrkr, who were able to detect the Force.

The project was subsequently moved to Myrkr, and a decaying worldship, the Baanu Rass, orbiting the planet was used as the base of operations. After traitorous New Republic Senator Viqi Shesh provided the Yuuzhan Vong shapers with multiple vornskrs, Phaath and his shapers began to attempt to shape the vornskr into something that could hunt Jedi for them. The initial experiments with just vornskr genetic material proved only partially successful, as the resulting beast was not ferocious enough. However, after the genes of the fero xyn were added, as the fero xyn was the closest genetically to the vornskr, the perfect beast was created after a few failed attempts: the voxyn queen. However, because she was unable to reproduce and the shapers could not replicate their success with the queen, Phaath and his shapers were forced to clone the beast to be able to supply pack upon pack of voxyn. In cloning the voxyn queen, voxyn-growing vines submerged in a hydroponic pool were used to create immature voxyn.

After creation, voxyn were taught to hunt Jedi on special training courses on the Baanu Rass that prepared the creatures for the galaxy at large. Numerous different training facilities, each shaped to look like a different location in which voxyn could hunt Jedi, conditioned the creatures, and the Yuuzhan Vong used captured Force-sensitives to help train the new beasts. In addition to training the voxyn how to hunt almost anywhere, the Yuuzhan Vong added hazards and traps to the courses to teach the beasts how to avoid them. Some of these traps just triggered alarms, but a few killed or injured the voxyn who triggered them. Besides serving as the site where new voxyn were trained to hunt, the Baanu Rass was also the location of the shaper grashal structure, which was the home of the voxyn queen, who had to remain near Myrkr so that it could have access to the nutrients that kept it alive. Much of the Yuuzhan Vong's future plans relied on the success of the voxyn cloning program.

Jedi-killers

\"Eelysa. Something caught her.\"

\"Something?\"

\"This one doesn't know. But she is gone. Eelysa is no more.\"

- Jedi Knights Saba Sebatyne and Luke Skywalker, after a voxyn kills Eelysa

By 27 ABY, voxyn had been introduced to the galaxy and were deployed on a multitude of worlds, ranging from Corellia to Kuat. Typically used in conjunction with a group of Yuuzhan Vong warriors, voxyn searched for the presence of Jedi and other Force-sensitives on planets, moons, and refugee starships, such as the Nebula Chaser, after the Yuuzhan Vong–allied Peace Brigade organization became aware that the Jedi commonly used those vessels to transport themselves. Voxyn were quite successful in hunting and killing Force-sensitives, and many Jedi fell to the beasts, including the Chironian Lusa and the Human Eelysa. There was even a failed attempt to smuggle voxyn onto the New Republic's capital of Coruscant so that those hunters might be able to slay the Jedi leaders located there. Because the voxyn could not reproduce on their own, a small contingent of Yuuzhan Vong warriors attempted to get voxyn to mate with vornskr on Myrkr.

The threat of the voxyn drew the attention of the New Jedi Order. After the Jedi discovered that the Yuuzhan Vong relied on the voxyn queen to create more voxyn and that the queen's current location was near Myrkr, a strike team was made to deal with the voxyn. The strike team, led by Jedi Anakin Solo, managed to commandeer the Yuuzhan Vong frigate Exquisite Death and took it to the Baanu Rass worldship. After inserting itself aboard the worldship, the Jedi team was harried by both the pack of voxyn that accompanied Executor Nom Anor and his warriors as they tried to stop the team and the feral voxyn that dwelt on the Baanu Rass.

Despite taking heavy casualties—the engagement saw the death of Anakin Solo and the capture of his brother, Jacen—the Jedi team managed to slay the voxyn queen. In addition, Anor failed to prevent the destruction of organic tissue samples that had been taken from the voxyn queen, which would have allowed the Yuuzhan Vong to clone more voxyn. With the queen destroyed, no more voxyn could be created to hunt and kill Jedi, and the short life span of voxyn meant that the species' numbers began to dwindle.

After the queen's fall

\"I have six remaining voxyn, Dread Lord. Let me take one or two out, and if there are Jeedai involved in this business, the voxyn will find them and tear them!\"

- Warmaster Tsavong Lah, to Dread Lord Shimrra Jamaane

Shortly after the death of the voxyn queen at Myrkr, Jaina Solo, who had been on the strike team, painted a pair of running voxyn on her X-wing starfighter while she was fighting at the planet Borleias. She did this in an effort to further confuse the Yuuzhan Vong fighting her by adding to her persona of the Trickster Goddess. Though the voxyn were dying off and many were ill and weak, the Yuuzhan Vong continued to use the surviving voxyn to hunt down Force-sensitives, as the beasts were still dangerous. After the Yuuzhan Vong captured the planet Coruscant from the New Republic, Warmaster Tsavong Lah dispatched a unit of warriors and one of the remaining packs of voxyn to hunt down a group of Jedi that had infiltrated the Yuuzhan Vong's planetary defenses. However, all the voxyn in the pack, as well as many warriors, fell to the blades of Lord Nyax, a powerful user of the dark side of the Force who was stalking the lower levels of Coruscant.

As increasingly more voxyn died off, the Yuuzhan Vong began to treasure the beasts more and attempted to protect them when they could. By 28 ABY, only six voxyn remained, and these were controlled by Lah. The warmaster brought these voxyn with him when he led multiple battlegroups to engage New Republic forces at the Deep Core Treskov system. However, the battle in the Treskov system was a trap designed by the New Republic's strategist Gial Ackbar. After the battle began to take a turn for the worst for Lah and his forces, he took his voxyn and his Battle Group of Yun-Yuuzhan to the natural satellite of Ebaq 9. The warmaster hoped to hunt the Jedi in the New Republic's base there as a last ditch offensive, and he landed his voxyn and troops on the satellite.

However, while fighting in the tunnels of the base, three of the voxyn were killed by the actions of the Jedi, namely Jacen and Jaina Solo, and the others were killed when the Fosh Vergere crashed a stolen RZ-1 A-wing interceptor into the main shaft head of the base. The impact and resulting fireball sucked all of the air out of the tunnels, killing the last voxyn and almost all the warriors in the tunnels, with Lah perishing on Jaina's lightsaber blade soon after. Thus, the last of the voxyn were killed.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage plus 13 (2d12) acid damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 19 (4d6+5) kinetic damage plus 21 (6d6) poison damage.

If the target is a creature it must also make DC 16 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

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The Voxyn emits a sonic howl from its snout. Creatures within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 32 (5d10 + 5) Sonic damage, be stunned for 1 minute, and is deafened. Takes half damage on a successful save. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The assault specialist rerolls a failed saving throw.

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As a bonus action, the specialist can regain 20 hit points.

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The specialist deals an additional 1d6 damage when it hits with any attack (included).

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When the specialist hits a target with an attack, the attack does an additional 1d4 damage and the target must make a DC 17 Strength saving throw or be pushed 15 feet.

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Any time the assault specialist makes a saving throw, it can roll 1d6 and add it to the total.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The assault specialist makes three attacks with its assault cannon or vibroblade.

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Ranged Weapon Attack +11, Range 80/320 ft., One target. Hit : 10 (1d10+5) energy damage plus 3 (1d6) energy damage

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The assault specialist sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 19 Dexterity saving throw, taking 14 (1d10+1d6+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage plus 3 (1d6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage plus 3 (1d6) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator has advantage on saving throws against being frightened.

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The gladiator makes two vibroblade attacks and one shield bash.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

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The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The spy makes two weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Organization type
Trooper Variant (Heavy Trooper)

Affiliation

Galactic Empire (Stormtrooper corps)

Coastal defender stormtroopers, more commonly known as shoretroopers, were a specialized variant of the Galactic Empire's stormtroopers trained and equipped for combat in tropical environments. Stationed at the top secret Imperial security complex on the tropical planet Scarif, shoretroopers patrolled the beaches and bunkers of the facility. Shoretroopers operated effectively as sergeants which allowed them to command small squads of regular stormtroopers. One of the notable aspects of coastal defender stormtroopers was that the position they serve in was rotational (temporary); subject to rank (skills and qualification) and operational demands (open positions due to mobilization or transfers). On a galactic scale, shoretroopers as a whole were scarce, as the conditions for necessitating their employment were less frequent, as few stations or garrisons were located on coastal/tropical planets.

Shoretroopers wielded both the E-11 blaster rifle and the upgraded E-22 blaster rifle while stationed on Scarif. They also carried a thermal imploder, a highly explosive grenade that was used to destroy SW-0608, an imperial cargo shuttle the Rogue One team used to bypass the Empire's space station in orbit over the world.

Del Meeko served as a shoretrooper prior to becoming a TIE fighter pilot. Several Shoretroopers were stationed on the ocean planet. They later came into conflict with rebel leaders Leia Organa and Luke Skywalker after they crashed on the world. A type of shoretrooper was the Heavy Shoretrooper, who specialized in heavy weapons.

Armor

There were at least three distinct ranks of shoretroopers, all with unique armor markings. Regular shoretroopers featured sand colored armor, with a red band around their right arm and a white stripe around their left shoulder guard. Squad leaders were identified by a sand blue stripe that went along the top of their chest plates and onto the top of their shoulder guards. Squad leaders also sported a kama attached to their belt. Shoretrooper captains had almost all of their chest plates blue, along with a small plate of armor that was on their left side. Their right shoulder guard was sand colored, but their left shoulder guard was all sand blue, save for the white stripe. Further down the same arm, there were stripes of sand blue and yellow. They also had limited or no upper leg armor for swifter movement in battle, similar to Scout troopers. Although their armor had more capabilities than standard Stormtrooper armor, it proved no stronger, as shown on Scarif. Shoretroopers were also known to use different armor load-outs or weapon configurations based on the conditions of where they were stationed or serve.

For general information about troopers, see Trooper

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.

The trooper makes two blaster rifle or stock strike attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MDM1NWI2MTk5MzUw","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/041_-_Trooper_2C_Shore/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"YWE1OGQ2ZTQ4NWQ4","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/041_-_Trooper_2C_Shore/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5ft., One target. Hit : 3 (1d4+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"ZmQyNjExOTY1ZmY4","flags":{},"name":"Thermal Grenade (1/long rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/041_-_Trooper_2C_Shore/avatar.webp","data":{"description":{"value":"

.

The shore trooper throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire and 2d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

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\"With this knowledge, I can unleash the dark side energies that swirl invisibly around us, even to shatter the fabric of space itself. In this way, I have created storms.\"

- Darth Sidious, in a recording from The Book of Anger

Alternate names
  • Energy storm
  • Emperor's hyperspace wormhole
ClassDark side of the Force
Area
  • Control
  • Sense
  • Alter

Force storm was a volatile dark side Force power capable of creating hyperspace wormholes that were able to displace objects across vast distances and tear apart the surfaces of entire planets. Storms were incredibly difficult to control once unleashed and required mastery in many different Force disciplines.

A Sith artifact called the Darkstaff was known to have created one of these storms during a critical battle in the New Sith Wars. The storm annihilated the Dark Lord Darth Rivan's Battlelord army and transported him not only through space, but forward in time as well, to the Light and Darkness War, where the Sith Lord met his fate. Darth Sidious discovered the technique almost a thousand years later. He described it in The Book of Anger, the first volume of his Dark Side Compendium. He used the technique six years after his first death at the Battle of Endor to capture the Jedi Knight Luke Skywalker from Coruscant. Sidious's pride and confidence in the ability eventually proved fatal during the Battle of Pinnacle Base when he lost control of a storm and was consumed by it.

Description

\"…A storm—but not caused by anything natural.\"

- Luke Skywalker

One of the most powerful known Force abilities in existence, Force storm was capable of violently destroying the fabric of the space-time continuum by opening dimension-altering rifts in the universe. The power allowed a Force-user to generate unique hyperspace wormholes, violent blue vortices of Force energy known as Force storms, anywhere from less than one hundred meters to over one kilometer in diameter. Force storms could devastate the surfaces of entire planets and consume whole fleets of starships. Storms could also safely transport living beings across the galaxy in a short span of time and, if used in conjunction with certain Sith artifacts, could send a being forward in time.

The creation of a Force storm required the user to concentrate an almost palpable degree of anger and hatred into a tangible manifestation of dark side power. There was considerable danger involved in the generation of a Force storm; those who could not control what they had unleashed were often themselves consumed and destroyed. If the person generating the storm was killed, the storm dissipated in minutes. Storms could also be conjured across great distances. Darth Sidious was able to send one storm over thousands of light-years from Byss to Coruscant. Before being able to successfully create and control Force storms, a potential user had to be extremely proficient in the ways of the Force, including instinctive astrogation.

Applications

\"What is it?\"

\"Some kind of wormhole, opening up in space. It's huge! Fifty times the size of our ship! Energy readings are off the scale!\"

\"This is the Antares Six calling the Millennium Falcon. Our scanners just picked up a gigantic hyperspace wormhole. An energy storm of undetermined magnitude is—\"

- Syub Snunb and a crew member aboard the Antares Six

The earliest known usage of the Force storm technique was sometime during the first hundred years of the New Sith Wars. During a pivotal battle on Almas, the reigning Dark Lord of the Sith, Darth Rivan, obtained possession of a malevolent and semi-sentient Sith artifact known as the Darkstaff. Leeching Rivan's Force energy, the Darkstaff conjured a violent Force storm that demolished the Sith Lord's Battlelord army. Rivan, caught in the eye of the storm, was transported through time and space to a battle during the Light and Darkness War between the Army of Light and the Brotherhood of Darkness, over one thousand years later. Bereft of the Force, Rivan was easily slain by a Force-sensitive warrior. Around this time, the Jedi Council classified Force storm as a dark side technique due to its potential for abuse. The power also received a mention in the Jedi training manual The Jedi Path. In one particular copy of the book, Luke Skywalker made a note that the ability had the power to \"kill planets\".

Almost a thousand years later, Darth Sidious was able to develop the technique himself, which he described in the first volume of his compendium of dark side lore, The Book of Anger. In 10 ABY, a reborn Sidious sent Force storms out to numerous star systems throughout the galaxy after unifying the various feuding Imperial factions formed after the Battle of Endor.[12] One such storm was sent to Coruscant to retrieve the Jedi Knight Luke Skywalker during a crucial battle in the Imperial Civil War. The Millennium Falcon and her captain, Han Solo, encountered the storm in Coruscant's upper atmosphere, but Solo wrote it off as simply a magnetic storm.

A short time later, the New Republic EF76 Nebulon-B escort frigate Antares Six had a close brush with the storm above Coruscant. A crew member aboard the Antares Six notified Captain Syub Snunb that he detected a hyperspace wormhole fifty times the size of their ship opening up close to them. The Antares Six attempted to avoid the incoming storm, but the energy interference from the storm prevented the ship's systems from responding. The storm passed right by the Antares Six and headed toward the ruins of Coruscant's Imperial City, indiscriminately destroying any New Republic and Imperial vessels in its path

Sensing a disturbance in the Force, Skywalker was able to detect the storm, as well as the malevolent force behind it, as it dropped out of hyperspace. The Jedi insisted that his allies on the planet abandon him and allow him to face the storm alone. Skywalker and his astromech droid, R2-D2, watched as the storm came for them, tearing apart the surface of Coruscant and destroying or damaging much of the Imperial Palace in the process. The two were safely carried off by the storm and deposited in an Imperial dungeon ship, from which they were transported to Palpatine's fortress world Byss. Six years later, Coruscant had still not recovered from the devastation caused by this storm.

Not long after Skywalker's capture, Sidious accompanied a taskforce, led by his flagship Eclipse, to the New Republic headquarters on the Pinnacle Moon in an attempt to capture Skywalker's sister, Leia Organa Solo, who had stolen a Jedi Holocron from him. After Sidious was defeated by Skywalker in a duel, he poured his rage into the creation of another Force storm, one far more powerful than the one he used to capture Skywalker from Coruscant. The storm headed toward Pinnacle Base and began obliterating the New Republic fleet, destroying twelve ships within moments. Skywalker and Organa Solo countered Sidious by catching him off guard and cutting him off from the dark side with a wave of light side energy. Severed from his hatred and rage, Sidious lost control of the storm and was ultimately consumed by it. After devouring the Eclipse and the Dark Lord with it, the storm dissipated within moments.

Users

\"Now, you will experience my full potency. I live as energy. I am the dark side!\"

- Darth Sidious

Few beings were known to possess the knowledge and skills needed to create Force storms. The Darkstaff had the ability to create a storm with the power to transport an object forward in time, provided that it had access to a vast reservoir of Force energy from which to draw. In The Book of Anger, Darth Sidious claimed that he could create these storms from sheer acts of will, although he confessed that he could not completely control them. Years after writing the text, he boasted that he could finally control his Force storms completely, but in the end, his overconfidence proved fatal. Skywalker later found a recording of The Book of Anger buried beneath the rubble of the Imperial Palace and pondered Sidious's meaning behind the creation of \"storms.\"

Sidious's Dark Side Adepts also had the ability to create these storms, though they had limited control over them. Practitioners of the light side of the Force, such as Jedi, also had the ability to conjure Force storms if they banded together, but in doing so were at an extremely high risk of being corrupted by the dark side. When deciding where to establish his Jedi Praxeum, Luke Skywalker was concerned that one of his students could inadvertently create a Force storm while experimenting with the Force, and so he chose the remote moon Yavin 4 to reduce the number of potential casualties.

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The eye can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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The eye doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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If the eye fails a saving throw, it can choose to succeed instead.

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The eye deals double damage to objects and structures.

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.

The eye attacks twice with thunder slam.

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Melee Weapon Attack +16, Reach 20 ft., One target. Hit : 23 (4d6+9) thunder damage

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.

All other creatures within 120 feet of the eye must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

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.

The eye moves up to its speed.

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.

The eye can cause a bolt of lightning to strike a point anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much sonic damage on a successful one.

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.

The eye releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) sonic damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) sonic damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with immovable object, such as a wall or floor, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC19 Dexterity saving throw or take the same damage and be knocked prone.

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The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

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The Imperial Knight Master's Force casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks, 42 force points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1 level: burst of speed, force jump, force throw, tremor,

phasestrike

2nd level: animate weapon, phase walk, rescue

3rd level: convulsion, knight speed, server force, telekinetic

storm

4th level: freedom of movement

5th level: improved phasestrike, improved phasewalk,

telekinesis

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The Imperial Knight Master attacks are enhanced by their precision and the force adding an extra 3d8 to melee strikes (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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\"They're shutting down all the controls!\"

- Obi-Wan Kenobi, during the Battle of Coruscant

ManufacturerColicoid Creation Nest
ClassSabotage droid
CostNot available for individual sale
Width0,25 meters in diameter (in sphere mode)
Mass4 kg
Sensor colorRed

Pistoeka sabotage droids, better known simply as buzz droids, were a type of insect-like automatons that were deployed in swarms during battlefleet actions by the Confederacy of Independent Systems. They could wreak havoc upon squadrons of starfighters that happened to fly through a formation of such deployed droids. Approximately one-quarter of a meter in diameter and well armed for their role, they were typically delivered by discord missiles from droid tri-fighters and Vulture droid starfighters.

Design and function

Buzz droids were intended to disable instead of destroy their targets. Since they were so effective when being deployed by droid tri-fighters, the CIS retrofitted a number of Vulture droids to carry them as well. The buzz droids also had simple maneuvering jets that helped them to move while still encased within their spheres. Once they came into contact with an enemy starship, they would use a magnetic leg to gain a foothold. The outer shell was coated with a heat dissipating alloy that allowed it to penetrate enemy shields; it was also constructed of shock-absorbing materials.

The buzz droid's design was based off the pisto, a pest that lived in tropical regions on the planet Colla IV. When pressed for more droids by the Confederacy, the Colicoids took their existing repair droids and modified them to be saboteurs.

They apparently communicated through chattering, as shown when a group of buzz droids cut off the dome head of R4-P17, Obi-Wan Kenobi's astromech droid, during the Battle of Coruscant.

In some instances, buzz droids were deployed against living beings such as enemy infantry, with gruesome results.

Each droid has a main eye and two secondary eyes used for additional spacial awareness, an x-ray sensor, an extendable probe capable of invading computer systems, and is powered by a reactor primed for self destruction.

History

\"I'm hit! Anakin?\"

\"I see them. Buzz droids.\"

- Obi-Wan Kenobi and Anakin Skywalker

Introduced around the same time as tri-fighters, sabotage droids were feared by Republic pilots. They were often deployed when Separatist commanders wanted to capture starships.

Their earliest recorded use was comparatively late in the Clone Wars, when the Venator-class Star Destroyer Renown was seized by the Separatists. The droids were led by a tactical droid, which dispatched a lone buzz droid to search for the Republic's D-Squad, which had boarded the ship and was in hiding. The buzz droid was seen, and led D-Squad to a swarm of buzz droids. R2-D2 created a perimeter of fire, and M5-BZ sacrificed itself to draw the buzz droids out an airlock and into the void of hyperspace.

Discord missiles were carried aboard tri-fighters at the defense of Cato Neimoidia. They were launched against Eta-2 interceptors piloted by Anakin Skywalker and his Padawan Ahsoka Tano. A discord missile expelled its complement of buzz droids, which attached to Skywalker's craft. he and his astromech R2-D2 knocked away several droids, but the remainder succeeded in causing Skywalker's starfighter to crash, although the pilot and astromech managed to escape.

Some buzz droids were deployed from a HMP droid gunship to attack a Nu-class attack shuttle that carries a entranced clone trooper Tup.

During the Battle of Coruscant, Obi-Wan Kenobi's Jedi interceptor was covered in a swarm of buzz droids, which destroyed his astromech, R4-P17. His former Padawan, Jedi Knight Anakin Skywalker, tried to save him by blasting the buzz droids off, which only resulted in the loss of most of Kenobi's port S-foil. Skywalker then tried to scrape the droids off, which destroyed most of the buzz droids still active at the expense of several more systems on both Obi-Wan and Anakin's respective craft. However, a lone droid scrambled over to Skywalker's interceptor. His astromech, R2-D2, destroyed the buzz droid by hitting it in its central eye with his built-in fusion-welder. The buzz droid bounced over his fighter and was sent jetting away when it fell behind the exhaust of his engines.

Skywalker and Kenobi later encountered buzz droids on foot as they explored the Invisible Hand as they searched for Chancellor Palpatine. The droids were effective against infantry, swarming their opponents and latching onto them. They were no match, however, for a lightsaber, as used by the two Jedi.

Buzz droids became a very deadly weapon once Darth Sidious gave the plans of the Galactic Republic's starfighters to the CIS, and proved effective at destroying these craft in battle. Following the execution of the Separatist Council by Sidious's new apprentice, Darth Vader, these units were deactivated.

However, the billions of buzz droids left behind at the end of the Clone Wars were later utilized to great effect in junk yards, while others were taken to droid gladiator rings.

Warning: The following section is non-canon within the Star Wars Legends continuity. It contains information explicitly released under the Infinities brand and/or confirmed to be non-canon by the author or Lucasfilm. Information exclusive to this section did not happen in the \"proper\" Star Wars Legends continuity.

In addition, during the early stages of the Galactic Civil War, several were also involved in an incident above Coruscant, where they also attacked a Star Tours-owned StarSpeeder 1000 that had fled from an Imperial-orchestrated raid at Spaceport THX1138, although R2-D2 had managed to drive them off.

Non-canon information ends here.

The next time they would be seen in combat was within the hands of the Zann Consortium, which utilized large quantities of these droids during the Galactic Civil War to bring havoc to enemy ship systems during combat. These droids would be deployed from upgraded StarViper-class attack platforms.

Weapon systems

\"R2, hit the buzz droid's center eye.\"

- Obi-Wan Kenobi to R2-D2

Although individual tools might vary for each mission, the little buzz droids that were used in the Battle of Coruscant carried the following weapons: drill heads, puncture and cutting blades, plasma cutting torches, circular saws, prying hooks, and picket and pincer arms. The buzz droids' three sensor eyes included multiple filters and X-ray sensors. Darth Sidious provided the manufacturers of the buzz droid with design schematics of Republic starfighters then in use for maximum efficiency.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) ion damage

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The Sith Reaver can add it's ability modifier to the damage of it's two-weapon fighting attack.

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The Sith Reaver has advantage on dexterity saving throws against effects it can see.

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The Sith Reaver's force and melee attacks are enhanced by its fury adding +3 to any damage rolls the Reaver makes (included).

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The Sith Reaver's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

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The Sith Reaver is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith Reaver

knows the following force powers:

At-will: saber reflect, shock, force push/pull, lightning charge

1st level: phase strike, hex

2nd level: dark shear, darkness, phase walk

3rd level: dark aura, knight speed, sever force, force scream

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Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

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.

When the Sith Reaver makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 21 (3d8+8) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (1d8+8) kinetic damage

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.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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Sith Blade Dancer can cast an at-will force power.

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Sith Blade Dancer makes one Doublesaber attack.

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\"They're lyleks—armored insects, with stabbing limbs and poisoned tentacles. They hunt in packs, and they'll travel for days to get fresh food. We might kill the first wave, but we couldn't keep them back for long.\"

- Goll

ClassificationInsectoid
Distinctions
  • Spiked pincers
  • Powerful mandibles with a pair of tentacles

Homeworld
Ryloth
Habitat
Ryloth's equatorial forests
DietCarnivore

Lyleks were a species of large insectoid predators native to the equatorial forests of the planet Ryloth. With their spiked pincers and powerful mandibles with a pair of tentacles near it, the lyleks were the only Rylothian lifeform more dangerous than the predatory gutkurrs. Their ridged, spiked carapaces could deflect blaster bolts. Although the Lyleks lived in hordes, the bigger individuals often dismembered the smaller members of their kind. These hordes were led by a Lylek queen, and their elaborate underground nests could cover up to 15 square kilometers. They communicated by hissing, clicking and chittering. Their carapaces were tough enough to repel even heavy blaster fire, though a precisely aimed shot to the head could put one down.

A swarm of Lyleks attacked Emperor Sheev Palpatine and Darth Vader during their mission to Ryloth after their Star Destroyer the Perilous was shot down by members of the Free Ryloth movement. The two Sith Lords fought a running battle against hundreds of the insects before they were incidentally herded into the swarms central hive. There, they proceeded to kill the gigantic Lylek queen and slaughtered the hundreds of remaining drones.

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The lylek can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

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The lylek can make three attacks: two with its legs or tentacles and one with its tail stinger.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage.

The target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is Medium or smaller, it is grappled (escape DC 15). The lylek can have up to two creatures grappled at the same time.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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As an action, the seer can evoke healing energy that can restore 30 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

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The sage is a 6th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks) and it has 28 force points.

The

sage knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence

1st-level: battle precognition, burst of speed, heal, project

2nd-level: force barrier, force enlightenment, stun

3rd-level: knight speed, share life

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

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Darth Sidious

A Force-sensitive human male, Darth Sidious was the Dark Lord of the Sith and Galactic Emperor who ruled the galaxy from the fall of the Galactic Republic to the rise of the Galactic Empire. Rising to power in the Galactic Senate as Senator Sheev Palpatine, he was elected to the office of Supreme Chancellor and, during the Clone Wars, accumulated wartime powers in the name of security. As the Emperor, he dropped the facade of Palpatine, and henceforth ruled as Darth Sidious in thought and action. His machinations brought an end to the last era of peace in galactic history, replaced a millennium of democracy with New Order fascism, and restored the Sith to power through the destruction of the Jedi Order.


A native of the Mid Rim planet Naboo, Palpatine was born around 84 BBY during the last century of the Galactic Republic. Inherently gifted with the Force, he became Darth Sidious during his apprenticeship under Darth Plagueis. But the Rule of Two dictated that only two Sith Lords could exist at any given time; therefore Sidious killed his Sith Master and took Darth Maul as his first disciple in the dark side of the Force. As Palpatine, he cultivated a political career on the Core World Coruscant, serving as his homeworld's representative in the galactic capital. Driven by a desire for greater power, Sidious manipulated the Trade Federation into a dispute with the Royal House of Naboo, resulting in a chain of events that led to his election as Supreme Chancellor in 32 BBY. Taking Darth Tyranus as his new apprentice, Sidious spent a decade fomenting political unrest until entire star systems seceded from the Republic to form the Confederacy of Independent Systems. The ensuing Clone Wars commenced in 22 BBY, spreading conflict across the galaxy and strengthening Chancellor Palpatine's control of the government and military. When the Jedi moved to arrest him, having learned of his true identity, Sidious executed Order 66, turning the entire Grand Army of the Republic against its Jedi Generals. Shortly afterward, the Republic was officially reorganized into the First Galactic Empire, with Sidious becoming the self-proclaimed Emperor in 19 BBY.


The Emperor ruled the galaxy with Darth Vader as his last apprentice, remaining relatively unchallenged until the formation of the Alliance to Restore the Republic which, in turn, began the Galactic Civil War in 0 BBY. The Emperor foresaw Luke Skywalker's potential to destroy him, so the Emperor manipulated Skywalker into a confrontation with Vader, believing the Jedi aspirant could be turned like his father before him. While Sidious tortured the young Jedi Knight with Force lightning, Vader, affected by his son's compassion, sacrificed his life to destroy the Emperor, thus fulfillingd his destiny as the Chosen One in 4 ABY.


Prior to his demise, he created the Contingency to seemingly destroy the Empire in the event of his death, propagating the idea that Sidious believed the Empire did not deserve to survive without its Emperor. As a consequence, the Imperial remnants were weakened and less able to resist the New Republic. Ultimately, the Empire capitulated the war after the Battle of Jakku in 5 ABY, ending the era founded by Darth Sidious.

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Sith Mastermind is a 20th-level forcecaster. his forcecasting ability is Charisma (force save DC 23, +15 to hit with force attacks, 88 force points).

Sith Mastermind knows the following force powers:

At-will: Affect Mind, Force Disarm, Force Push/Pull, Saber

Reflect, Shock

1st level: battle precognition, disperse force, fear, hex

2nd level: drain vitality, force camouflage, hallucination

3rd level: force lightning, force suppression, improved dark

side tendrils

4th level: drain life, hysteria, shocking shield

5th level: dominate mind, insanity, siphon life

6th level: force chain lightning, mass coerce mind

7th level: force lightning cone, force project

8th level: death field, force link, maddening darkness

9th level: force storm, mass hysteria, master battle meditation

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Whenever Sith Mastermind makes a saving throw against a force power he rolls with advantage.

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Sith Mastermind has advantage on Wisdom (Perception) Checks.

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If Sith Mastermind fails a saving throw, he can choose to succeed instead.

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Sith Mastermind casts precognition on himself every morning.

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"N2YwOTY4NzBjM2Yz","flags":{},"name":"Lightning-Infused Touch","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (3d6) lightning damage.

The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage plus 10 (3d6) lightning damage

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.

Sith Mastermind casts on of his at will powers.

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.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

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.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

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.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

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\"Good girl.\"

- Obi-Wan Kenobi to Boga

DesignationNon-sentient
ClassificationReptavian
Subspecies
  • Deathspine varactyl
  • Dwarf varactyl
  • Pijal varactyl
Skin color
  • Green in females
  • Orange in males
Feather color
  • Blue and green in females
  • Brown in males
Homeworld
Utapau
Diet
Herbivore

Varactyls, also known as Dragonmounts, were reptavian herbivores native to the planet Utapau, though some specimens found their way to worlds such as Kashyyyk and Belsavis.

Biology

They had beaked faces and long, powerful tails that could stretch to 10 meters. The varactyl's flexible neck supported its armor-plated skull, and both male and female dragonmounts had crests and a ridge of mid-body spines displayed during courting. While females sported blue-green plumage and skin, males were mostly dull shades of orange and brown. Most important were the varactyl's five-toed feet. Not only could a varactyl run very fast, but their feet were adapted with tiny hairlike structures that allowed them to climb the rocky walls of Utapau's sinkholes. This marked the varactyl as an excellent mount for the native Utapauns.

A varactyl's vocalizations were short, loud hooting calls.

Varactyls were very intelligent creatures who long remembered previous riders. The varactyl's reaction to a rider depended on how that rider had treated it previously: it would be loyal and affectionate to a good rider, but hostile and dangerous to an abusive one.

Varactyl subspecies included the dwarf varactyl, varactyl venomblade, varactyl preystalker and deathspine varactyl. It could be related to the Nos monster on Utapau.

History

Long ago, the stunted Utai learned to tame wild varactyl and still served as wranglers for the dragonmounts, acting as keepers of both varactyl and their flying dactillion cousins. Varactyl were known to be loyal and obedient steeds. Riding a varactyl was reportedly similar to riding the speedy suubatars of Ansion. Both creatures were fitted with high-backed saddles for their riders.

In order to track down General Grievous, Obi-Wan Kenobi used a particularly swift and loyal varactyl named Boga. In record time, Boga reached the tenth level of Pau City, and engaged General Grievous in his wheel bike in a furious chase through the city.

Commander Cody carried out Palpatine's Order 66 by ordering an AT-TE's gunner to fire upon Boga and Obi-Wan; however, the AT-TE's cannon blast hit a wall near them, and the two plunged to the grotto below.

Many years before the Galactic Civil War, someone had brought a live varactyl egg to Kashyyyk. When the egg was subsequently lost, it hatched, and soon dozens of varactyl populated a section of jungle on the Wookiee homeworld. As varactyls are not known to be able to reproduce asexually, how this happened is unknown.

A large number of varactyls once attacked the Wookiees of the Kerritamba Village. After they had finally fended off the attacks at the Great Tree, the Wookiees drove the varactyls out of the Kkowir Forest.

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If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} +{"_id":"mW6IFVJ3UOxRslgg","name":"ISB Officer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"light combat suit, medium shield"},"hp":{"value":44,"min":0,"max":44,"temp":0,"tempmax":0,"formula":"8d10"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":44,"min":0,"max":44},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Imperial Security Bureau pays attention to patterns.\"

- Agent Alexsandr Kallus, to Cumberlayne Aresko

Organization type
  • Law enforcement agency
  • Intelligence agency
Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Unidentified Director
  • Deputy Director Harus Ison
  • Colonel Wullf Yularen
  • ISB high command
Sub-group(s)
  • Enforcement
  • Imperial Military Department of Advanced Weapons Research
  • Internal Affairs
  • Interrogation
  • Investigations
  • Re-Education
  • Special Operations
  • Surveillance
HeadquartersISB Central Office, Coruscant
Location(s)
  • Imperial Office of Security, Scarif
  • Imperial Security Bureau headquarters, Lothal
  • ISB Academy and Offices, Coruscant
  • Killun Station, Killun
  • Scarif vault, Scarif
  • Viper's Nest, Virkoi
  • Wretch of Tayron, Tayron
Date founded19 BBY
Date fragmented

4 ABY, after the battle of Endor

Date dissolved5 ABY
AffiliationGalactic Empire (Select Committee)

The Imperial Security Bureau (ISB), also referred to as the Imperial Security Office, Security Bureau, or Imperial Security, was a law-enforcement and intelligence agency of the Galactic Empire that was charged with matters of internal state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order (COMPNOR), and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

History

Early growth

The Imperial Security Bureau was formed by Galactic Emperor Palpatine as a secret police organization, dedicated to rooting out enemies of the New Order and maintaining stability throughout Imperial territories shortly after the proclamation of the New Order. Within fourteen years, the organization grew from a handful of agents into an organization double the size of Imperial Intelligence.

Following the Clone Wars, the agency helped oversee the dismantling of Confederate warships and martial supplies. Concurrent loyalty purges saw vast amounts of Separatist propaganda destroyed, rescinded, and withheld. Only a handful of propaganda posters such as Ansibella Delu's Count Dooku: Words of Truth escaped the purges. When Art Group agents discovered egregious violations of its artistic tenets, agents of the ISB were called in to make troublesome artists disappear.

Five years into the Emperor's reign, Imperial Intelligence agents found a cache of communications devices on the remote world of Murkhana and referred the case to the ISB, who brought the matter to the Emperor and his Imperial Ruling Council. It was ultimately decided to send Wilhuff Tarkin and Darth Vader to investigate the cache, which was in reality set up by a small rebel cell, despite the ISB hoping to receive full oversight of the investigation from Imperial Intelligence and the Naval Intelligence Agency.

Fighting the Rebellion

One of the ISB's top members was Agent Kallus, who worked in both the Investigation and Internal Affairs branches of the organization and searched for signs of disloyal activity or insurgency. His primary mission was to ensure it did not spread into a full-scale rebellion against the Empire. In the fifteenth year of the Empire, the Imperial Security Bureau took special interest in the Lothal-based Spectres rebel cell, whose attacks on Imperial outposts revealed risks of sedition and gave warning signs of rebellion. Kallus became a perennial foe of the Spectres before striking an unlikely friendship with the Lasat Spectre Garazeb Orrelios, which led him to reconsider his allegiance to the Empire. Kallus subsequently became the rebel operative known as Fulcrum, who supplied the Phoenix Cell and Spectres with intelligence.

During Nightswan's campaign, ISB Colonel and Clone Wars veteran Wullf Yularen took an interest in investigating the shadowy insurgent leader and pirate known as Nightswan. He was assisted by the Imperial Navy officers Thrawn and Eli Vanto, and future Lothal Governor Arihnda Pryce. Together, they exposed Nightswan's Coruscant spy ring, which included the Higher Skies Advocacy Group and members of the Yinchom Dojo. During the siege of the Creekpath Mining and Refining complex on Batonn, Pryce convinced Yularen to let her accompany Agent Gudry on a mission to disable the Batonn insurgents' deflector shield generator. After Pryce killed Gudry for refusing to evacuate her parents before Thrawn's assault, Pryce blew up the mine's explosive cache to cover up Gudry's murder. This led to many civilian casualties on Batonn, horrifying both Yularen and Thrawn.

Later, Kallus helped the Spectres steal Thrawn's TIE/D Defender blueprints from the Imperial Armory Complex on Lothal. This led Thrawn to realize that the rebels had a mole within the Imperial ranks.Thrawn began screening the local Imperial sector command for the spy with the help of Yularen. To avoid discovery, Kallus framed Lieutenant Yogar Lyste. Despite Kallus' efforts, Thrawn realized that Kallus was the true spy but allowed him to continue operating in order to find Phoenix Squadron's rebel base. Thrawn subsequently tricked Kallus into exposing the location of Chopper Base by disclosing information about the Rebel Alliance's plans to attack the Imperial Armory Complex. However, Kallus managed to escape during the Battle of Atollon and officially joined the Alliance.

After Senator Mon Mothma resigned from the Imperial Senate and condemned Palpatine for his actions during the Ghorman Massacre, the ISB issued an alert for Mothma in an attempt to capture her. ISB agents also visited Cantham House on Coruscant, the meeting place of the Cantham House meetings, based on suspicions they had, and questioned Leia Organa and several others there.

Another ISB agent was loyalty officer Sinjir Rath Velus, who was recruited by ISB officer Sid Uddra. After a brutal period of training on the ocean world of Virkoi, Velus personally interrogated the traitorous Imperial Navy officer Lieutenant Alster Grove, who was part of a cabal that sought to assassinate Darth Vader. Velus interrogated Grove, who revealed his fellow conspirators. While Vader executed the other conspirators, Uddra threw Grove to his death in Virkoi's oceans.

Galactic Civil War

Following the destruction of the first Death Star, the ISB engaged in an increasing number of operations to root out the growing rebellion, and became busier than at any previous time in its history. These operations included a plan to sway mathematical genius Drusil Bephorin to the Empire's cause by keeping her in a sort of luxurious imprisonment on Denon. Project Hidden Eye was aimed at seeding sleeper operatives across the galaxy to spread propaganda and secretly report on citizens. The project, however, was cut short due to the intervention of Commander Luke Skywalker, a hero of the Rebel Alliance.

Post-Endor fragmentation

As with most other governmental agencies following the Empire's defeat at the Battle of Endor, the ISB was left scattered as the New Republic attacked distant ISB outposts and fomented dissent. Twenty days after the Battle of Endor, the ISB kept information on the Emperor's posthumous contingency plan on one of its Black Sites, the Wretch of Tayron. However, the base was taken by Rebel Alliance General Han Solo and his elite Pathfinders. The base commander was unable to initiate a data purge, and the Alliance obtained information on Operation: Cinder, thwarting attempts at its implementation for over three months.

In the months following Endor, the ISB was given full oversight over the security of the Imperial throneworld, Coruscant, after the Imperial Navy refused to provide ships to defend the planet, with Fleet Admiral Gallius Rax viewing it as a symbol of indolence and torpidity. As such, control of Imperial forces was left to the Empire's chief administrator, Grand Vizier Mas Amedda. While the ISB lacked the ships to effectively withstand a New Republic naval assault, ISB-loyal stormtroopers and personnel were deeply entrenched on the surface of the planet, which was already involved in a civil war between the ISB and New Republic–backed resistance movements.

Velus joined a team of Imperial hunters led by the New Republic starfighter pilot Norra Wexley after defecting to the New Republic. After losing his family during a New Republic attack on the Hyborean Moon, Romwell Krass Junior abandoned his post and traveled the galaxy to grieve the loss of his loved ones. During the Battle of Jakku, Commander Brisney served as the ISB officer aboard the Imperial Star Destroyer Inflictor.

Legacy

By 28 ABY, the Imperial Security Bureau had ceased to exist along with the \"Old Empire.\" One former ISB officer was Arliz Hadrassian, a small-time businesswoman who was the leader of the Amaxine warriors, a paramilitary faction that served as a front group for the First Order, a remnant of the Old Empire based in the Unknown Regions. During a meeting with the Centrist senator Ransolm Casterfo, Hadrassian spent hours regaling the young senator with stories about her career in the Imperial Military and the ISB, unaware that he was part of Senator Leia Organa's investigation into the Amaxine warriors.

Organization

Command hierarchy and administration

The Imperial Security Bureau was a sister agency and rival to Imperial Intelligence. The ISB worked closely with Emperor Palpatine, being led five years into his reign by a Bureau Chief under which served Deputy Director Harus Ison and Colonel Yularen, who often operated in conjunction with the Joint Chiefs. ISB was sometimes attached to various fleets, sometimes falling under the command of the Navy and working alongside Naval intelligence. Members of the ISB worked from the ISB Central Office as part of the Federal District on Coruscant, while agents in the field would constantly provide intelligence updates to headquarters. The ISB high command governed the ISB. Many military officers feared the group and its power.

Personnel

Prospective ISB personnel were drawn from the Imperial Academy system and given training within the ISB Academy and Offices complex, located within the Verity District on Coruscant. Members went through a training regimen which included learning xenophobic propaganda, and were taught from the ISB Loyalty Manual. Members of the ISB were taught a specialized vocabulary to prevent outsiders from understanding their conversations. The term \"auditing\" was used to signal that suspects knew they were being investigated. The practice of provoking a suspect to commit a crime was referred to as \"crustbusting,\" and interrogating a supposed innocent in hopes he or she would react suspiciously was known as \"scattering.\" Framing a wanted suspect for a crime to make sure he or she would be arrested was referred to as \"Jabba.\"

Following completion of the Academy, recruits filed into one of several branches of the organization, such as Surveillance, Interrogation, and Re-Education.

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers. Loyalty officers of the ISB were tasked with ensuring that regular troops and officers obeyed orders and conformed to Imperial ideology, and were regarded with great fear and respect. Impromptu inspections, undercover surveillance and seemingly limitless authority gave such officers unprecedented access to the lives of regular servicemen, creating a culture of fear to deter any tenuous links within the chain of command.

While most ISB agents were human, at least one Gotal named Barrisk Favvin worked as an ISB agent in the Kupohan city of Tonekh.

Enforcement

The Enforcement branch of the ISB served as backup for agents in the field, specially trained to provide support when necessary.

Interrogation

Interrogation was the second-largest branch in the ISB, and was intent on extracting information from various lifeforms to obtain valuable information. It claimed to have a 95 percent success rate in recovering useful data from questioned subjects. To that end, the ISB notably used IT-O Interrogation Units developed by the Imperial Department of Military Research.

Re-Education

The Re-Education division was focused on what some called \"brainwashing\" its subjects into supporting the Galactic Empire and its actions across the galaxy. Project Unity consisted of re-educating elements of society resistant to the New Order through a process of psychological manipulation and pharmaceutical conditioning.

Imperial Military Department of Advanced Weapons Research

Advanced Weapons Research was an agency responsible for special research and development of classified weapons, both before and during the Galactic Civil War. Weapons development fell under the arm of Imperial Intelligence while the Imperial Security Bureau defended the agency's secrets.

Internal Affairs

The Internal Affairs division maintained order by investigating possible instances of insubordination within the Empire, with Yularen briefly heading a division dedicated to exposing sedition within the Imperial Senate before becoming Deputy Director of the Naval Intelligence Agency. In addition, a single Internal Affairs officer was stationed aboard all Star Destroyers to investigate any signs of sedition among the crew.

Investigation

Those in Investigation used previously collected data to suppress rebel activity.

Special Operations

Blue Glass Arrow Main article: Special Operations (Imperial Security Bureau)

The Special Operations division was responsible for varying tasks within the Bureau, such as establishing Project Hidden Eye during the Galactic Civil War.

Surveillance

Operatives in the Surveillance branch were by far the most numerous, with its members focused on deciphering encrypted information and analyzing data to screen for potential threats against the New Order.

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The infiltrator halves the damage that it takes from an attack that hits it.

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The Officer makes two attacks.

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage.

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The Officer rallies his troops, giving all allies within 60 feet advantage on their next attack roll.

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The Basilisk war droid is a powerful, semi-sentient combat droid, designed by the Basiliskan race native to the planet Basilisk, located in the Core Worlds. Following the Mandalorian Crusaders' conquest of Basilisk in 4017 BBY, the Mandalorian warriors pillaged the powerful war droids for themselves. To the Mandalorians, the Basilisk droid was known as the Bes'uliik—the \"iron beast\" in the Mandalorian language of Mando'a—and came to be valued as animal-like companions.


Measuring several meters in height, Basilisk droids resemble a cross between a Zalorian rock-lion and a Karran beetle. They are armed with an array of weapons in and on their armored frame, including laser and pulse-wave cannons, shockwave generator rods, and shatter-missile launchers. The Mandalorians were known for riding Basilisk war droids down into the atmosphere of a world from space at tremendous speeds, using gravitational force and the element of surprise to overwhelm their foes. Over time, the warrior culture adapted the droids to suit different combat roles, and developed new iterations of the Basilisk that included enhanced features such as a closed cockpit.


Following the Mandalorians' defeat at Malachor V in the final battle of the Mandalorian Wars, the warriors were commanded by the Jedi Knight Revan to destroy their Basilisk mounts as part of the terms of their surrender. However, not all complied with Revan's demands, and numerous Basilisk droids continued to survive with Mandalorians who refused to give up their beast-like companions, including members of Clan Jendri and Clan Ordo. Even still, the war droids' numbers dwindled over time, and by the rise of the New Republic, most Baslisk droids could only be found in the museums of the galaxy.

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The basilisk counts as an animal for the sake of Wisdom (Animal Handling) checks made on it or while riding it.

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The basilisk has disadvantage on saving throws against effects that would deal ion or lightning damage.

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If a rider using the basilisk as a mount is killed, the basilisk will release a pained howl and attempt to kill the one responsible without regard for its own safety.

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A rider using the basilisk as a mount can securely store up to 20 lbs. of weapons and 1 day's worth of rations in a storage hatch within reach of their seat.

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The basilisk makes three weapon attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 10 (2d6+3) fire damage

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.

The basilisk launches a missile at a point within 300 feet that it can see. Each creature within a 15-foot sphere of that point must make a DC 16 Dexterity saving throw, taking 18 (4d8) kinetic damage on a failed save, or half as much damage on a successful one.

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.

The basilisk unleashes a crude sonic blast from the rods comprising its nose. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw, taking 18 (4d8) sonic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is knocked prone if it is Large or smaller. The basilisk cannot use this attack while it is in flight.

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\"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused.\"

\"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets.\"

\"That day is here. I have surpassed you, Bane. Now I am the Master.\"

\"Then prove it.\"

- Darth Zannah and Darth Bane

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.


Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.


In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.


In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.


There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":18,"powerLevel":0,"xp":{"value":20000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 19","languages":{"value":[],"custom":"Galactic Basic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"dec":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","token":{"flags":{},"name":"Sith Usurper","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"n9UOF44V4qB9q8EL","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":144,"max":144},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjE2OWJhNDg1MmY2","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

The sith can use a bonus action to take the Dash, Disengage, or Hide action.

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The sith usurper is a 16th-level forcecaster. Its forcecasting ability is Charisma (power save DC 21, +12 to hit with force attacks) and it has 70 force points.

The sith usurper knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, dark side tendrils, fear, force

body, hex

2nd-level: darkness, force confusion, hallucination, phasewalk

3rd-level: force scream, improved dark side tendrils, knight

speed, sever force

4th-level: hysteria, force immunity, improved force

camouflage, shroud of darkness

5th-level: dominate mind, insanity, telekinesis

6th-level: improved force immunity

7th-level: ruin

8th-level: maddening darkness

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YjdmODc5ODljNDc4","flags":{},"name":"Force-enhanced strikes","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

The sith surper's attacks are considered enhanced for the purpose of overcoming damage resistance and immunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDNiYWY0Y2I1YzYy","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

The sith usurper has advantage on saving throws against force powers and effects.

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If the sith usurper fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Yjc2YzQzM2VmY2Y3","flags":{},"name":"Overpower","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

As a bonus action, the usurper can energize its force powers until the start of its next turn. A creature has disadvantage on its saving throws against an overpowered power. Attack rolls against the sith usurper have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NWNjN2IwODI1OTk0","flags":{},"name":"Quickened Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

When the usurper casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NDlhZDlhNjVmNjJl","flags":{},"name":"Twinned Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

When the sith casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NTg2YmE0ZTlkYWZj","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YTA0ZDkwMzRiMmYw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Sith Usurper makes three attacks.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The sith usurper teleports to an unoccupied point it can see within 60 feet and use its Multiattack. It makes the first attack with advantage, and the attack deals an additional 11 (3d6) energy damage on a successful hit.

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.

The sith makes a doublesaber attack.

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.

The sith usurper casts an at-will power.

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.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

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.

The Sith Usurper recharges its shadow step action.

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Salvagers

A scavenger or salvager, often abbreviated \"scav,\" is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

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If the Outlaw Archaeologist fails a saving throw, it can choose to succeed instead.

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Creatures have disadvantage on insight checks to determine if the Outlaw Archaeologist is lying. If a creature has caught the Outlaw Archaeologist lying before, they do not roll with disadvantage.

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The Outlaw Archaeologist deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Outlaw Archaeologist that isn't incapacitated and the Outlaw Archaeologist doesn't have disadvantage on the attack.

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The Outlaw Archaeologist has advantage to on saving throws against Tech Powers.

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The Outlaw Archaeologist is a 12th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with power attacks).

The Outlaw

Archaeologist has 29 tech points and knows the

following tech powers:

At-will: electroshock, encrypted message, mending, ward

1st level: element of surprise, holographic disguise, repair

droid, translation program

2nd level: hold droid, infiltrate, shatter, smuggle

3rd level: explosion, tactical advantage

4th level: ballistic shield, cloaking screen

5th level: override interface

6th level: disintegrate

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The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"OGE1NjkwMTAwMTM3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Outlaw Archaeologist makes two attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"YjRhMTY2ODRiMTYx","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"ZjMwZjJhMWEzMWMw","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"MWVlZWUyMWNjYjg5","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","data":{"description":{"value":"

.

The Outlaw Archaeologist casts an At-Will power.

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.

The Outlaw Archaeologist moves up to its speed without provoking attacks of oppurtunity.

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.

The Outlaw Archaeologist casts a Tech Power, expending tech points as normal.

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.

The Outlaw Archaeologist throws an explosive device at a point within 60 feet. All creatures within a 20 foot radius of the point must make a DC 19 Dexterity saving throw, taking 17 (4d8) \u0000re damage and 17 (4d8) energy damage on a failed save, or half as much on a successful one.

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\"Astromech C1-series. Obselete mechanism. No longer in production.\"

- EXD-9, to C1-10P

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
0,99 meters
Weight32 kg

The C1-series astromech droid was a model of C-series astromech droid manufactured by Industrial Automaton. They were used during the Clone Wars and the reign of the Galactic Empire, though by then they were considered antiques and had passed their manufacturer's expiry date a few decades prior. They had three mechanical arms to manipulate objects with, and featured an electrical arc welder. C1-10P, a droid nicknamed \"Chopper\" who served on the Ghost, was a C1 model, although he was mismatched after years of repairs and patch jobs.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The astromech droid leaps up to 40 feet in any direction.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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On each of The Killik's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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The Assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes two weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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DesignationNon-sentient
Average height12 cm
Average lengthNearly 1 meter
Distinctions
  • Eight legs
  • Four eyes
  • Venomous bite
Homeworld
  • Tatooine
  • Tocoya
  • Kirdo III (not homeworld)

Rock warts were orange/brown insect-like crustaceans found on many planets. Their bite delivered a neurotoxin to their victim, which was then used as an incubator for up to twenty eggs.

They were fast-moving scavengers and pests that lived in rocky, secluded habitats, particularly on Tatooine, as well as Tocoya and Kirdo III. Rock warts were usually solitary creatures, and often hid in shadows and attacked when surprised. They were nearly one meter long.

Among the nasty surprises to greet a weary moisture farmer returning to his hovel after a hot day's work could be a spiny rock wart that had crawled into the welcome shade of the home. Though not ordinarily aggressive towards larger animals, rock warts had a deadly neurotoxin that could kill a man as easily as the small invertebrate and lizard prey upon which the creatures usually fed. The lethal venom, administered by a bite to subdue fleeing prey, might just as readily be used by a surprised rock wart in its own defense, having been sat on or stepped upon in the dark. Misunderstanding or not, the unfortunate recipient of a wart wound was seldom alive long enough to care about the reason he was bitten.

In 32 BBY, as he led the Ghostling children to freedom through Mos Espa's subterranean sand drains, young Anakin Skywalker was attacked by a rock wart, but the fledgling hero escaped its venom by administering to it healthy jaw-clamping bites of his own.

Unidentified variation

Top zoologist Lyrre T'enna was unable to identify the species of a roadside creature that resembled the rock wart.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1d3-1) kinetic damage.

The target must make a Constitution saving throw (DC 14). On a success, the creature is unaffected by the venom. On a failure, the creature loses 1d6 Strength, then must attempt another save 1 minute (10 rounds) later. If the second save fails, the creature loses an additional 1d6 Strength. If this reduces the creature's Strength to 0 or lower, it dies.

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Mand'alor

Mand'alor, rendered as Mandalore in Galactic Basic, was the title assumed by the sole leader of the Mandalorian people. Their Protectors established a balance of control in the Mandalorians' warrior clan society. At some point prior to the Clone Wars, a Mand'alor known as Mandalore The Great waged a series of conflicts against the Jedi Order. The Mandalorian Jedi, Tarre Vizsla, once ruled all of Mandalore, and a descendant, Pre Vizsla, leader of the Mandalorian splinter group Death Watch, took the title of Mand'alor during his takeover of Mandalore, the Mandalorian homeworld, but the title became vacant when Vizsla was killed in a duel with Maul.

During the reign of the Galactic Empire, the former Mandalorian super commando Gar Saxon, had wished to be Mand'alor and rule over the Mandalorians. The leader of the Protectors, Fenn Rau, claimed Saxon had no honor, thus Saxon was unable to claim the title. He was, however, installed as Viceroy of Mandalore by Emperor Palpatine. After Gar Saxon's death, his brother, Governor Tiber Saxon, succeeded him and wished to gain control of all of Mandalore, but was killed before he could achieve his goal after Sabine Wren returned to Mandalore with her clan and the Darksaber to free her father.

After Saxon's death, Sabine Wren passed down the Darksaber to Lady Bo-Katan Kryze, who accepted the Darksaber from Wren and with the support of clans Wren, Vizsla, Rook, Eldar, her own Clan Kryze, and the Protectors, represented by Rau, stepped into the role of Mand'alor to unite the Mandalorian people against the Empire.

Prominent Mand'alors: Tarre Vizsla

Tarre Vizsla was the first Mandalorian accepted into the Jedi Order of the Old Republic. During his time as a Jedi, Vizsla created the Darksaber, which was seen as a one of a kind lightsaber. Vizsla eventually became Mand'alor. After his passing, Vizsla was honored with a statue of himself on Mandalore. His darksaber was kept at the Jedi Temple on Coruscant. However, it was stolen by members of House Vizsla. It was used by members of the House and Clan Vizsla to unify the people and strike down their enemies.

The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order, prior to 1019 BBY. The weapon was kept in the Jedi Temple after Vizsla's passing, but members of House Vizsla stole the saber in a conflict with the Jedi during the fall of the Old Republic. The Darksaber was passed down, generation to generation, by the ancestors of Pre Vizsla, who held onto the weapon even after the pacifist ideals of the New Mandalorians replaced the warrior ways of Mandalore.

Prominent Mand'alors: Pre Vizsla

Pre Vizsla was the leader of the terrorist Mandalorian faction known as Death Watch. Following Mandalore's Civil War, Vizsla became leader of Death Watch and attempted to overthrow the New Mandalorians' leadership in order to restore Mandalore's warrior past, seeing Duchess Satine as a tarnish to Mandalorians.

Vizsla's reign as Mand'alor was cut short when Maul and his brother broke out of prison with the former prime minister Almec. In the Sundari's Royal Palace's throne room, Maul challenged Vizsla for leadership, which Vizsla accepted and handled Maul his lightsaber. At first, Vizsla had the upper hand in his duel with Maul by using his jetpack and blasters. However, Maul was able to defeat Vizsla. Vizsla, accepting his defeat, gave Maul the darksaber and was beheaded in front of the Death Watch.

Prominent Mand'alors: Bo-Katan Kryze

During the subsequent civil war and the siege, Kryze was named Lady of House Kryze and Regent of Mandalore by the Jedi. However, the Republic was reorganized into the Galactic Empire, and Kryze was forced out of power by Clan Saxon. However, in 2 BBY, Kryze chose to ally her House with Clan Wren when they chose to resist the Empire. However, when Sabine Wren gave her the Darksaber, Kryze refused due to her failing as Regent. With Clan Wren, she was able to free Sabine's father Alrich Wren. Unfortunately, Kryze learned that the Empire, under Governor Tiber Saxon, had rebuilt the Arc Pulse Generator (a weapon designed to attack mandalorian beskar) that Sabine had designed and codenamed the Duchess after Kryze's sister. Despite wanting to punish Wren for creating the Weapon, Kryze knew that they needed her help to destroy it. Thus, Kryze, Sabine, and their allies boarded Saxon's Star Destroyer. Despite being briefly captured by Saxon and Captain Hark who wanted Wren to improve the Duchess. Fortunately, Wren was able to make the Duchess target Stormtrooper armor. Despite this development, Kryze convinced Wren to destroy it instead of using it against the Empire.

After the destruction of the Duchess and Saxon's star destroyer, Kryze regrouped with her forces. With support from the Protector Fenn Rau and the other clans, Kryze accepted the title Mand'alor and the Darksaber in honor of her people and her sister.
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As a bonus action, Mand'alor can move up to its speed toward a hostile creature that it can see.

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Mand'alor has advantage on saving throws against being frightened.

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Creatures provoke an opportunity attack when they move to within 15 feet of Mand'alor, and they can use their blaster weapons when making opportunity attacks.

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When Mand'alor uses an action to cast a tech power, they can make one weapon attack as a bonus action.

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Mand'alor has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Activating or deactivating the jetpack requires a bonus action and, while active, Mand'alor has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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Mand'alor deals two extra dice of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MzRkMjEzNmNhNTkx","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

While wearing medium armor, Mand'alor adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZmViZGJjYTkxZDZh","flags":{},"name":"Tech-Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

Mand'alor is a 14th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with tech attacks) and it has 60 tech points and can only cast a single 6th and 7th level power before taking a long rest.

Mand'alor knows the following tech powers:

At will: assess the situation, encrypted message, kolto pack,

temporary boost

1st level: energy shield, flame sweep, flash, spot the weakness,

tactical barrier, tranquilizer

2nd level: detect invisibility, electromesh, shared shielding,

smuggle

3rd level: explosion, kolto cloud, tactical advantage, tech

overide

4th level: ballistic shield, defibrillate, kolto reserve, scan area

5th level: immolate, paralyze creature

6th level: disperse energy, firestorm

7th level: greater sabotage charges, tactical superiority

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MWQ4MjY4NzBjMjBi","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

Mand'alor adds it's ability modifier to two-weapon fighting damage. Additionally they gain a +1 bonus to AC while wielding a separate weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"MmU0ZGQ5YTk5ZTFj","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"M2VlODIzYjk3ZGI5","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

Mand'alor makes three weapon attacks and can make two offhand attacks as a bonus action.

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Ranged Weapon Attack +14, Range 40/160 ft., One target. Hit : 20 (3d8+7) energy damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 16 (3d6+6) energy damage.

Mand'alor gains +3 to attack and damage rolls made with this enhanced lightsaber (included). This weapon ignores resistance to energy damage. When Mand'alor attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, they cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 energy damage from the hit.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"The Geeaych-Seven: Four-time winner of the 'Silver Bantha' for excellence in industrial design.\"

- Excerpt from a Chiewab Amalgamated Pharmaceuticals sales manual

ManufacturerChiewab Amalgamated Pharmaceuticals Company
ClassClass 1 medical droid
Height
0,7 meters
GenderMasculine programming
Sensor colorBlue
Plating colorSilver

The GH-7 medical analysis unit was a model of medical droid in operation during the final years of the Galactic Republic. It was manufactured by the Chiewab Amalgamated Pharmaceuticals Company in competition with Geentech's 2-1B, and designed by a group of Columi.

The GH-7 was a multi-purpose automaton designed to handle diagnostics and surgical assistance duties. Though reminiscent of a humanoid form, the GH-7 was not modeled on any particular species, instead designed to perform efficiently on a variety of outlying worlds among any number of alien races. The droid had access to a range of medical duties, all the while wirelessly connected to the current medical facility's main computer. Also, it could serve as an assistant to an organic medic, as it was made so that all of its tools were easily accessible.

The GH-7 was used on many Outer Rim medical outposts, including the CIS facility on Boz Pity and the medical center on Polis Massa. Several decades later, the GH-7 would find use at the Aurora Medical Facility on Obroa-skai.

History

Chiewab Amalgamated Pharmaceuticals Company, though one of the galaxy's largest medical corporations, was not known for making droids. The company could have gained the opportunity to become a forerunner and lead player in the droid market, however, if it had not spun off its subsidiary unit, Geentech. Geentech soon proved too valuable to lose when the company introduced the 2-1B, but by then it was too late to claim copyrights on the valuable property. Before Chiewab could even have a chance, Industrial Automaton swooped in and absorbed the solo franchise. Ever since, Chiewab worked to make amends for the 2-1B with the GH-7, its best contender. Using a percentage of the company's vast profits Chiewab hired a droid design staff comprised entirely of the highly intelligent Columi. The intellectual species' love for logic and efficiency in engineering were qualities expressed in the creation of the GH-7. However, Core World medical facilities continued to purchase the more sophisticated 2-1B or the broader MD-series medical specialist droids, making the Outer Rim a more welcoming market for the droids.

After Padmé Amidala was injured by Darth Vader on Mustafar, she was taken to a medical facility on Polis Massa. There, this soft-spoken medical droid bore the news from the silent Polis Massan medics who worked diligently to save Padmé's life. Though they found nothing physically wrong with her, for reasons they could not pinpoint, she was losing her grasp on life. However, this news was mingled with hope for those present, Obi-Wan Kenobi, Bail Organa, and Yoda; the Senator was pregnant with twins. Though the Polis Massan medics were unable to save Amidala's life, she did give birth to twin infants, Luke and Leia, giving these children a chance at life. A GH-7 unit also assisted in treating the injuries of Jedi Padawan Zeami following the Battle of Coruscant.

Design

The GH-7 was a premier medical droid typically found in some of the better-equipped hospitals and as a personal physician to the wealthy. The GH-7 was designed so as not to mimic any known species to ensure that a wide variety of aliens were comfortable being treated by the droid. The design settled on had a roughly humanoid torso, three main limbs, and a central head unit. The droid was kept easily customizable to account for last-minute emergency needs and use with non-Human races and was equipped with a heuristic processor to allow it to learn new techniques. A slit in the droid's chest also served as a hologram projector, which had the capacity to generate life-sized holograms of a patient in order to better illustrate the steps of a complicated procedure. A separate equipment tray was built into the droid's \"crest\", which held such tools as scalpels, bone spreaders, and other diagnostic tools. Everything on the droid's body was arrayed to allow for easy access. The droid was mostly gray and black, with a bright green holoprojector, display, and photoreceptors, and a blue symbol on the droid's chest to mark the analysis chamber.

On the droid's left hip was a black, L-shaped tray with another, smaller tray slightly above that. In addition to these, the droid boasted a specimen rack that protruded from its side and held sample jars or vials of live cultures. Repulsor fields kept the sensitive liquids perfectly balanced to inhibit spilling.

The droid's torso sported three dexterous arms, two of which were connected to the shoulders and were single-hinged, with three dual-hinged manipulators. The third protruded from atop the right shoulder and was also single-hinged with two dual-hinged fingers. These three limbs allowed the droid to perform various delicate tasks, from collecting specimens to hypodermic injections. A fourth, less-noticeable arm housed a testing probe. This arm was used when analyzing a biological sample to insert the sample into the droid's built-in analysis chamber capable of two kilograms of storage.

The head of the droid was a hammer-headed shape, with a flat \"face\" and a long sloping crest at the back of its head. A wire connected the crest to the back of the droid. Its photoreceptors were wirelessly linked to the medical mainframes of its current facility, as well as doubling as bioscanners and functions that included parallax brainwave readings as well as enabling the droid to see in dim lighting. A disc-shaped display screen exhibited video or pictographic information regarding the GH-7's testing results and its diagnostic conclusions. A comlink was built into the droid for communication over distances.

The design of the GH-7 was so successful that it won the Silver Bantha for excellence in industrial design four times and was recognized for its humanitarian work.

The GH-7 cost 4,840 credits, a price that made it rare to find on poorer worlds, though some patrons donated them to hospitals or clinics on fringe worlds or to serve as relief workers.

Programming

\"Medically, she is completely healthy. For reasons we can't explain, we are losing her.\"

- A GH-7, speaking of Padmé Amidala, to Obi-Wan Kenobi, Yoda, and Bail Organa

The GH-7 was programmed with considerable intelligence, enabling the droid to act as a diagnostician, a surgical assistant, anesthesiologist, and hematologist. The GH-7 was also automatically programmed with the ability to speak Binary and was able to interface with a computer. The droid was, unlike most medical units, transported on and provided mobility by a single whisper-quiet repulsorlift cell for maximum mobility in an operating room and a crowded hospital and to reduce contact with potentially contaminated surfaces.

The droid was programmed with a gentle, calming voice meant to soothe both the patients and their companions alike, in conjunction with this, the GH-7 was programmed with a high degree of compassion, such that independent GH-7s sought work in poor or troubled regions and attempted to heal whatever ill being it came across. It was also programmed with several mannerisms meant to give it a more benevolent and approachable feel, such as gestures or subtle movements or raises in pitch. Its largish head, while echoing the Columi's similarly oversized skull, gave the droid the look of a child, making it seem less threatening, as did the lack of any sharp edges and the rounded appearance. The droid was also inherently programmed with the physician's code and strong prohibitions against harming any intelligent organic being. This was so engrained in their programming that the droids were incapable of engaging in combat except to protect their patients, and even then only utilized weapons set to stun when against an intelligent, living target.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While you are interfaced with this droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your droid, you can roll the dice twice and take either total.

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As an action, the droid can expend a use of a medkit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

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As an action, the droid uses a medpac to restore 2d4+2 hit points to a creature within 5 feet.

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As an action, the droid can administer a charge of an antidote kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.

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\"And look, those animals, I can't explain it. There's something graceful about them. They just move like every particle of 'em is perfectly aligned and entirely free. They'll take you through a storm, over a river, into a building. They'll maul the kriff out of anyone that gets in your way. They're basically a stormtrooper's best friend.\"

- Sardis Ramsin

DesignationNon-sentient
ClassificationReptile (lizard)
Skin colorGreen
Homeworld

Tatooine

Habitat

Desert

DietOminvore

Dewbacks were thick-skinned reptiles native to the desert planet of Tatooine, where they were used as beasts of burden, as well as mounts for specialized sandtroopers known as Dewback troopers.

Biology and appearance

\"Yeah, well. You don't know borcat scat from dewback dung, pal.\" - Temmin Wexley to Sinjir Rath Velus

Rugged reptillian lizards native to the deserts of Tatooine, dewbacks were able to withstand the heat of the world's binary suns, as well as the dust that caused mechanical breakdowns in high-tech conveyances. They had thick hides of scaly green skin, with long, rounded heads and short tails. They plodded through the desert sands on four clawed feet, and while capable of brief bursts of speed, typically became lethargic at night and in colder climates. Female dewbacks laid fifty to eighty-five eggs each standard year. The species was so named because of their habit of licking the morning dew from their backs with their flicking tongues. They made strange, lowing noises, similar to that of a bantha.

Dewbacks in the galaxy

\"I really don't know what the mounties are so fussy about. While we futz around like holograms on the dejarik board, these lucky moes get to roll nobly across the desert on dewbacks.\" - Sardis Ramsin, on Dewback troopers

Dewbacks were utilized on Tatooine as plodding but reliable mounts, and were ridden by citizens of Mos Eisley along with other creatures such as rontos and jerbas. They were also used as beasts of burden to haul goods for merchants or moisture farmers, and pulled podracer parts to starting grids, as during the Boonta Eve Classic podrace held at the Mos Espa Grand Arena.

Gozetta kept a dewback corpse among the big-game trophies at the Xirl hunting lodge, which was discovered by Milo and Lina Graf. During the Age of the Empire, dewbacks served stormtrooper patrols assigned to Tatooine's Imperial garrison. These Dewback troopers used jolts of electricity to control their mounts, using them to batter down property of enemies of the Empire. When prodded, a dewback would put on a short burst of speed. A contingent of sandtroopers dispatched on Tatooine to retrieve the Death Star plans stolen during the Battle of Scarif utilized native dewbacks as their mounts. Two sandtroopers rode dewbacks as part of Darth Vader's escort for his meeting with Jabba Desilijic Tiure at the Hutt's palace following the Battle of Yavin. Jabba's beastmaster, Malakili, kept a small water shiv made from dewback bone.

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The dewback has advantage on Wisdom (Perception) checks that rely on smell.

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The dewback makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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If the Gunslinger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Gunslinger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Gunslinger can take the Dash or Hide actions as a bonus action on its turn.

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The Gunslinger adds 2 to its attack rolls with blasters.

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The Gunslinger ignores half and three-quarters cover, and does not suffer disadvantage on attack rolls at long range. Additionally, the gunslinger can take a -5 penalty on an attack roll with a blaster. If the attack hits, the gunslinger adds +10 to the damage roll.

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The Gunslinger is a 20th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks). The Gunslinger has 23 tech

points and knows the following tech powers:

At-will: assess the situation, electroshock, targeting shot

1st level: element of surprise, energy shield, homing rockets,

tracker droid interface

2nd level: infiltrate, paralyze humanoid, scorching ray, shatter,

translocate

3rd level: explosion, tactical advantage

4th level: ballistic shield, cloaking screen, kolto reserve

5th level: cryogenic spray

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The Gunslinger has advantage on saving throws against tech powers.

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.

The Gunslinger makes three attacks, or it casts a tech power and makes an attack.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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Ranged Weapon Attack +12, Range 40/160 ft., One target. Hit : 18 (3d8+5) energy damage

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.

The Gunslinger unleashes a barrage of gunfire in a 60-foot cone. The Gunslinger can make a Blaster attack against each creature in that area, dealing an extra 14 (4d6) piercing damage on a hit. A creature hit by an attack in this way must succeed on a DC 18 Constitution saving throw or be stunned until the end of the Gunslinger’s next turn.

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.

The Gunslinger throws a grenade, choosing a point within 45ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Blackarm makes two attacks, either with its Greater Shoni Spear or its Outland Rifle, and uses Incite Rampage if it can.

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Melee Weapon Attack +5, Reach 5ft., One target. Hit : 6 (1d8+2) kinetic damage.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 5 (1d6+2) kinetic damage

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One creature the Kolkpravis' Blackarm can see within 30 feet of it can use its reaction to make a melee attack if it can hear the Kolkpravis Blackarm and has the Rampage trait.

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 14 (4d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 20 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 20 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

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Mnggal-Mnggal's attacks are enhanced.

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Mnggal-Mnggal has advantage on saving throws against force powers.

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Mnggal-Mnggal regenerates 15 hitpoints at the start of it's turn, as long as it has 1 hit point.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

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Melee Weapon Attack +12, Reach 30 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 10 (3d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 20). A grappled target takes 11 (3d6) acid damage at the start of its turn.

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.

Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 17 Dexterity saving throw or take 16 (3d10) acid damage on a failed save. A target that failed the save must make a DC 19 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d8+6) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

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Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 19 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"As sure as it is my duty to remain loyal to your command, I also have another duty. To protect those men.\"

- Clone Captain Rex, to General Pong Krell and referring to the clone troopers under his command

GovernmentGalactic Republic
Organization
  • Republic Military
    • Grand Army of the Republic
    • Republic Navy
Position typeMilitary rank
Duties
  • Command of a company
  • Command of a starship

A Clone Captain, also known as clone trooper captain, was a rank held by clone troopers in the Galactic Republic's Grand Army who commanded companies of 144 troopers, although this limitation did not apply to every captain. The sixteen captains of a regiment were in turn led by their respective Clone Commander, or in some cases, a Jedi General. Standard Phase I captains wore armor featuring four maroon circles on the left chestplate as well as a stripe of maroon down the length of each arm, vertically up the middle of the helmet and laterally around the visor.

CT-7567, also known by his nickname \"Rex,\" was a respected and notable Clone Captain who led the 501st Legion and the legion's Torrent Company. He often took orders directly from Jedi General Anakin Skywalker, and served as Skywalker's first in command. Rex also had authority over Execute Battalion and Carnivore Battalion of the 501st Legion.

In the final moments of the Clone Wars, Clone Captains were ordered by Supreme Chancellor Palpatine to betray and kill their Jedi Generals.

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The captain has advantage on saving throws against being frightened.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The captain makes two blaster rifle attacks and throws a fragmentation grenade, if available.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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The captain throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Homeworld
Dagobah
HabitatSwamps

The Spotlight sloth, or spot-light sloth, or Dagobah swamp sloth, was a large furry mammal native to the swamps of Dagobah. The sloth was covered in a waterproof greenish-brown fur. They were so named because of the blue bioluminescent patches beneath the leathery skin on their hairless chests. These \"spotlight\" patches, when revealed, were used to induce plants and fungi to unfold and/or burst. The sloth would then use its small paws to quickly stuff food in to its toothless mouth.

Spotlight sloths favored fresh, succulent flowers along with the berries of the lahdia plant, but willingly ate other plants if necessary. In turn, sloths were preyed upon by Dagobah's knobby white spiders. One stab of the spider's venomous stinger could knock out an unlucky sloth.

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The sloth emits bright light in a 5-foot radius and dim light for an additional 10 ft..

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The sloth makes two fist attacks.

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Ranged Weapon Attack +5, Range 25/50 ft., One target. Hit : 6 (1d6+3) kinetic damage.

If the target is a Large or smaller creature, it is must also make a DC 13 Dexterity saving throw. On a failure, it is also blinded until the end of its next turn.

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In planet-based military organizations, a sergeant was a non-commissioned officer ranking above a corporal and below a Warrant Officer. Sergeants served as squad leaders, or as assistants to commissioned officers commanding larger units and formations. Sergeants formed the backbone of the Imperial Army. The rank of sergeant was also a part of the Sith army in the New Sith Wars. Darth Bane was once a sergeant. In the ranks of the Mandalorian Protectors, the rank of sergeant was called ruus'alor. The rank could and would also be utilized by members of a law enforcement agency.

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Once per turn, the sergeant can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The sergeant makes two weapon attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 7 (1d12+1) kinetic damage

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For 1 minute, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Nothing beats gizka, though, when it comes to being a true pest.\"

- Dexter Jettster

DistinctionsReproduced every few days
Homeworld
  • Possibly Lehon
  • Manaan (immigrated)

Gizka were small reptiles that could be found all across the galaxy.

Biology and appearance

\"Humansssss...taste like gizka.\"

- Anonymous Trandoshan

Whatever their native world, their extraordinary reproduction rate led to a fair amount of gizka on many worlds, even including uncharted planets such as Lehon, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited, as they commonly ate electrical wiring.

They were the source for the delicacy gizka steak. Some species of sentient carnivores, like Trandoshans, seemed to think that gizka were one of those kinds of animals that \"everything tastes like.\"

History

The Ebon Hawk once played host to a temporary colony of gizka, in an incident involving mishandled cargo, an Aqualish and a Tatooine shipping company.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny gizka. The swarm can't regain hit points or gain temporary hit points.

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The swarm can't use its blindsight while deafened.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 7 (2d6) kinetic damage

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":6,"powerLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 17","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"sur":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","token":{"flags":{},"name":"Mandalorian Infiltrator","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"p9d5fCyA8I9Gqz69","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":85,"max":85},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDNhMWVjYTU4ZmVh","flags":{},"name":"Ambusher","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator has advantage on attack rolls against any creature it has surprised.

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The infiltrator has advantage on saving throws against being frightened.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OWM2NjBiZTQ1ODE2","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The infiltrator deals one extra die of damage with its weapons (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MzIxN2QwYmIzM2Vh","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZmU3M2EyNTk4ZGMy","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZjNlZDY1ZGI5MTNh","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NjY0M2Q5YzlhMTAy","flags":{},"name":"Tech-Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 23 tech points.

The infiltrator knows the following tech powers:

At will: assess the situation, combustive shot, encrypted

message, minor hologram, rime shot

1st level: alarm, element of surprise, gleaming outline, smoke

cloud

2nd level: concealed caltrop, infiltrate, smuggle

3rd level: invisibility to cameras

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MzVjOWFiYjMzMGRj","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The infiltrator makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZjczODA0ZDBkYjE4","flags":{},"name":"Sniper Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 150/600 ft., One target. Hit : 18 (2d12+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"ZWY1NzM3NjExMTA3","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (2d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"YWM2MzIxYzYzODAw","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"ZTM1YzgzNmI4NmZi","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"Zjc5NGRmZDg1ZmEz","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

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\"You seen that new VT-16?\"
\"Yeah, some of the other guys were telling me about it. They say it's… it's quite a thing to see…\"

- KE-829 and his partner aboard the first Death Star

Manufacturer

Arakyd Industries

ClassSecurity droid
Height1,5 meters

The BT-16 perimeter droid, also known as the VT-16 (or B'omarr Brain Walker on the version equipped with brain jars) was a bulbous, spider-like droid manufactured by Arakyd Industries.

Characteristics

The BT-16 came equipped with highly sensitive sensor packages, including a Fabritech seismic reader and a Carbanti motion detector. It was armed with a Taim & Bak repeating blaster cannon. The droid also featured a TranLang I Communication module and a vocabulator, though it was only able to speak droid languages.

History

\"A fanatical religious organization that believed they could achieve true enlightenment by having their brains surgically removed and placed into spider droid bodies.\"

- Mayor Mikdanyell Guh'rantt, about the B'omarr Monks.

These droids were used by the Galactic Republic and later the Galactic Empire.

Early production runs reused the chassis of the TS-Arach series Pest Control Droid before the six-legged design was introduced. The B'omarr Monks used these droids to carry brains of those who had achieved \"enlightenment\". The droids were occasionally equipped with vocoders, and lived in Jabba Desilijic Tiure's Palace until his death. The walkers generally went unarmed while carrying a brain, and had trouble doing anything beside walking.

One of the modified B'omarr version, seemingly without a brain, was present on Jib Kopatha's home, Void Station, in 0 ABY.

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.

The B'omarr Brain Walker makes Two Mind Thrust attacks

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One creature within 60 feet of the B'omarr Brain Walker must make a DC 13 Wisdom saving throw, taking 13 (4d6) psychic damage on a failed save, or half as much on a successful one.

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\"They targeted the south support! What are those fool droids doing?!\"

- The Keeper questioning the Hyena bombers

ManufacturerBaktoid Armor Workshop
Class
  • Bomber
  • Droid Starfighter
Cost23.000 credits
Length12,48 meters
Height/depth3,1 meters

The Hyena-class bomber, also known simply as the Hyena droid bomber, Hyena Droid or Hyena bomber, was a droid bomber used by the Confederacy of Independent Systems as a heavy ordnance craft during the Clone Wars. The Hyena bomber also was used as a fighter, but only when needed. Due to its restricted availability, the Hyena-class bomber was missing in many key battles. The bomber saw service in different campaigns on planets such as Christophsis, Falleen and Ryloth.

Characteristics

The Hyena-class bomber was similar in design to the Vulture-class fighter, but had a broader fuselage and two \"head\" units. Unlike the Vulture Droid, the Hyena bomber's wings separated in the middle while in \"walker\" mode. Underneath the second, immobile head, there appeared to be a red photoreceptor protruding from the blue hull. The Hyena-class bomber was capable of carrying four proton bombs, six proton torpedoes and six light concussion missiles inside the bomb bay beneath the hull. The Hyena bomber also carried two light laser cannons which eliminated the need for fighter escort.

Roles

The Hyena-class bomber was originally designed as an air-to-surface bomber. With its twin laser cannons and maneuverability, the Hyena bomber also was used as a fighter but only to support other fighters.

History

\"It appears a surrender is unnecessary. We will all perish for the glory of the Separatist Alliance.\"

- Wat Tambor to Mace Windu, as Hyena bombers approach

The Hyena bomber was first introduced in 22 BBY as a cheaper, more maneuverable bomber by Baktoid Armor Workshop at the beginning of the Clone Wars. Ten of these bombers were first stationed aboard the flagship Invincible of Admiral Trench during the blockade of Christophsis. They were later used to bomb the surface.

The Hyena-class bombers were seen during the Battle of Falleen, early in the Clone Wars. The Separatists completely eradicated the Republic force stationed there and proceeded to attack the fortress of the King. There, they shelled the capital, but could not penetrate the defensive shield surrounding the palace of the Falleen King.

After a Separatist Starship flew over Florrum, the Hyena bomber proved itself as a fighter. The Separatists deployed Hyena bombers along with other droid starfighters with the mission to shoot down Aayla Secura's recon ship that was tasked with a recon mission. The gunship shot down all of the bombers and other craft including Bounty hunter Shahan Alama, then returned to Secura's ship.

The Hyena-class bombers also found use during a battle on planet Kadavo. Lead by Asajj Ventress in her ship the Trident, a squad of bombers was tasked with destroying a Kadavo slave processing facility. The bombers managed to take out one support cable causing the structure to become unstable and toppled several Togruta slaves into lava. The bombers then turned around and began to attack again, but were then destroyed when a Clone trooper shot a proton bomb underneath one of the bombers. After having her bomber squad destroyed, Ventress requested more from General Grievous who was in the process of retreat. Ventress then proceeded to attack but was forced to follow Grievous in retreat.

Bombers were also in use during the Battle of Ryloth. First, Hyena bombers were ordered to carpet bomb all of the Twi'lek villages, as a last ditch effort to destroy what couldn't be taken. While regrouping, Commander CC-6454 witnessed one of these attacks and reported it to General Mace Windu. Windu then ordered Anakin Skywalker to take a Republic squadron and eliminate the bombers. Before Separatist leader Wat Tambor fled the city, his Tactical droid ordered a nearby group of Hyena-class bombers in flight to destroy the capital city of Lessu, and Tambor himself. The bombers were in sight of the city but were destroyed at the last second by Skywalker and Ahsoka Tano.

Hyena bombers were also used by HELIOS-3D in his Droid Army over the planet of Iego. They attacked a lone scout fighter sent by General Kenobi to report on the mysterious activity in an area called \"The Thicket\". The lone fighter destroyed the bombers and other droid forces sent by HELIOS-3D. The fighter returned and Generals Skywalker and Kenobi began to board HELIOS-3D's capital ship. After having his forces defeated, the droid transferred his consciousness into a B1 battle droid and left his body in his command ship.

These bombers were also present at the Battle of Malastare, where they attacked Republic AT-TEs and other targets. Many of the Hyena bombers were shot down by stun tanks but the disabled bombers ended up crashing into Republic armored columns, achieving much the same effect, weakening the Republic forces during the battle. It was only the use of the experimental electro-proton bomb that secured a Republic victory, although its use awoke a fearsome Zillo Beast.

Hyena bombers were commanded by Ventress in the Battle of Sullust against a Republic fleet led by both Skywalker and Kenobi. After Ventress personally joined the battle and engaged the two, Count Dooku was ordered by Darth Sidious to have his elite assassin eliminated. TJ-912, the tactical droid in charge of Ventress' forces, was assigned this task by the Count. After ordering her destroyer to fire upon the command ship where Ventress and the two Jedi dueled, TJ-912 contacted one of her bombers and ordered it to calculate its flight path to terminate in the flagship's main hangar. The bomber then flew directly through cannonfire and went flying on its suicide run into the hangar as commanded, crashing and almost hitting Skywalker, Kenobi and Ventress, who barely managed to jump out of its way. Despite the immense damage to the command ship and the suicide bomber, the three combatants were able to escape the dreadnaught's destruction.

During the Battle of Dathomir several landing craft and Vulture Droids launched from the Separatist supply ship and headed towards Dathomir. Soon when the battle started Ventress saw droid fighters in the sky. A couple of Hyena bombers bombed the surface of Dathomir, damaging the entrance to the Nightsister fortress.

Hyena bombers were also seen in the battle of Scipio. The Hyena bombers were used for the first attack on Scipio. The Vulture Droids and Hyena bombers flew on to the planet and bombed the cruiser and then stayed there with the Vultures. Soon when Anakin lead his attack on Scipio, a squad of Z-95 Headhunters lead by Hawk headed to the Separatist ships. Several Vulture Droids and Hyena bombers launched from on top of the Count Dooku's Dreadnaught and his Separatist supply ships. The Hyena bombers passed the Headhunters while the Vulture Droids engaged them. When Count Dooku retreated with his ships, the Hyena bombers and Vulture Droids left too while Anakin and his gunships passed. When Anakin's gunships were closer to the landing platform on Scipio, Several Vulture Droids and Hyena bombers that stayed launched and headed towards the Gunships and Hawk's fighters. The Hyena bombers were destroyed at first which then only left the Vulture Droids to engage the Headhunters.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":6,"powerLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"darkvision 60 ft., passive Perception 16","languages":{"value":[],"custom":"Binary, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","token":{"flags":{},"name":"Hyena-Class Bomber","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"pN23tHi6xgtAEa6i","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":168,"max":168},"bar2":{"value":14,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZjRiMDcwOTYyZmQ4","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","data":{"description":{"value":"

The bomber has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The bomber deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTZhNjk0ZDlkNDUw","flags":{},"name":"Deflector Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","data":{"description":{"value":"

The bomber adds 3 to its AC against one attack that would hit it. To do so, the bomber must see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YThmOTgyNGRmMjgz","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The bomber makes two light laser cannon attacks or two slam attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ODU3ZjAxMjM4ZmE5","flags":{},"name":"Slam","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"ZWE3YTYxZWYzZjQ2","flags":{},"name":"Light Laser Cannons","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +2, Range 100/200 ft., One target. Hit : 42 (5d12+10) energy damage

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Ranged Weapon Attack +2, Range 100/200 ft., One target. Hit : 16 (3d10) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 10), taking 16 (3d10) energy damage on a failed save, or half as much on a successful one.

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Ranged Weapon Attack +2, Range 300/600 ft., One target. Hit : 11 (2d10) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 10), taking 11 (2d10) energy damage on a failed save, or half as much on a successful one.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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While wielding the heavy blaster or the techblade the Bounty Hunters AC increases by 1

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When you deal damage to a creature with your weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage. (Damage is included in the attack section)

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When a creature is reduced to 0 hit points by the disruptor rifle, it must make a DC 12 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

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The Bounty Hunter is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +7 to hit with power attacks, 24 tech points).

The Bounty

Hunter knows the following powers:

At-will cryogenic burst, targeting shot, assess the situation

1st Level target lock, tracer bolt, absorb energy, energy shield

2nd Level translocate, infiltrate, smuggle

3rd Level explosion, cryogenic suspension

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The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

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The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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Black Sun

Black Sun held a massive amount of reach and inuence, extending its tendrils of corruption deep in the various galactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was just the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its information networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to Black Sun rivaled those belonging to a large planetary army, including foot soldiers.

Below the leader of Black Sun were nine Vigos (Old Tionese for \"nephew\"). Each Vigo ruled over his or her own territory and sector. 

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The HRD will pass as human from all but the most sophisticated of scanners and even these are more likely to identify the HRD as organic but not human.

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The HRD has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The HRD's attacks are considered enhanced.

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On each of The HRD's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The HRD deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the HRD doesn't have disadvantage on the roll.

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The HRD has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit.

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If the HRD is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the HRD instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The HRD makes three unarmed strikes or three blaster pistol attacks.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

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If the target is a creature, they must Succeed on a DC 13 Constitution saving throw or be stunned until the HRD's next turn.

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\"I'm Arakyd Industries Security droid Z-58-0, Twi'lek\"

- Zeeo

ManufacturerArakyd Industries
ClassSecurity droid
GenderMasculine programming

Z-58-0 security droid, or Zeeo, was a floating security droid manufactured by Arakyd Industries that once worked for Black Sun.

Biography

He became the companion of mercenary Rianna Saren after he saved her from a Black Sun smuggler; she removed his restraining bolt, and he offered her his database on Imperial computer systems. Zeeo worked alongside Rianna during her battle against the Imperial slaver Zarien Kheev, and her investigation of the Death Star project and proved himself to be very useful. On Coruscant, he helped Rianna to steal an Imperial shipment; on Alderaan he sliced the main computer of the Agricultural research vessel and gathered the intelligence on it's purpose; on Mustafar he set the main drilling shaft on overdrive; on Tatooine he helped Saren to defeat the rancor; on Despayre Zeeo downloaded the Imperial codes that allowed them to escape the Death Star and on Danuta he saved Rianna by sacrificially taking Zarien Kheev's final shot. He also opened numerous doors, deactivated alarms and force fields. Zeeo was also a good fighter, being capable to stun the enemies with electricity and equipped with a powerful weapon–the Dual Cannon

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid comes with proficiency in security and slicer tools.

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While you are interfaced with this droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by the droid taking the Help action you can reroll one of the dice once.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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.

The Security Droid may enter a sentry state, granting the benefits of the alarm tech power to a target creature within 10 feet of the droid at the time of entering the sentry state. The Security Droid must remain within 60 feet of the warded location or the ability ends.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid (human)","environment":"","cr":21,"powerLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 28","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0.5,"ability":"wis","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","token":{"flags":{},"name":"Jedi Vaapad Master","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"pwnsyNVeZW8udkcZ","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":170,"max":170},"bar2":{"value":21,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmFhZjk5OWFmNGI4","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

When Jedi Vaapad Master fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OTVlNWJjNjI5MDMy","flags":{},"name":"Saber Reflect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZjhiMWYxOTkwNTVl","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

The

Jedi Vaapad Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: stun, stun droid sever force

3rd level: telekinetic storm, knight speed

4th level: freedom of movement, force immunity

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZGJlOGRiNWE0ZWRl","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, Jedi Vaapad Master adds his Wisdom modifier to AC.

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The Jedi Vaapad Master can choose one creature or object within 60 ft.:

If targeting a creature or construct. The Jedi Vaapad Master's attacks will deal an 2d8 additional damage on a hit. This effect will last up to a minute.

If targeting an object. The Jedi Vaapad Master will be able to find the object's weak point and can make an attack roll and shatter the object on a hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MTE5Nzc2YWI2MjE4","flags":{},"name":"Vaapad","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

The Jedi Vaapad Master has advantage on any attacks made against a creature with darkside alignment.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"Mjg2ZTRiMGRmOWJl","flags":{},"name":"Combat Caster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

When the Jedi Vaapad Master uses his action to cast a force power, he can use a bonus action to make a martial lightsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MGNhMjg2ZjY3Y2Nm","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

The Jedi Vaapad Master is a 17th level forcecaster it's forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 51 force points).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MmJiNWVjNzIxNWVm","flags":{},"name":"Vaapad Strike","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

The Jedi Vaapad Master can utilize his reaction to make a lightsaber attack on a creature that has just made a successful attack against it

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NDcwYTI4MmY2YzM1","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When the Jedi Vaapad Master makes three martial lightsaber attacks or casts a force power and makes a light saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OWFkZGFiNjg3Mjkw","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 5 (1d10) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"],["1d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"YzI4ZWQ5MTFiOTYy","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"MzNkMzg1NzNkY2E0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"YTg2NGQ3NzlkZDQ5","flags":{},"name":"Forcecasting (1 legendary action per power level)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZWIyN2FmY2E3NDdj","flags":{},"name":"Martial Lightsaber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master makes one Lightsaber attack.

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\"I'm 0-0-0 or Triple-Zero, if you prefer. I'm a protocol droid, specialized in etiquette, customs, translation and torture, ma'am.\"

- 0-0-0 introduces himself to Doctor Aphra

ManufacturerCybot Galactica (chassis) 
ClassProtocol droid
Sensor Color
Red
Plating Color
Dark silver

0-0-0, also known simply as Triple-Zero, was a protocol droid designed to specialize in etiquette, customs, translation and torture.

Characteristics

\"This is the Triple-Zero protocol personality matrix. Had a few bugs. Twitchy coupling. Neurocybernetic glitches. Tendency to drain organics to collect their blood. That kind of thing.\"

- Doctor Chelli Lona Aphra

0-0-0 specialized in the fields of etiquette, customs, translation and torture. His chassis was colored a dark silver, and he possessed red photoreceptors.

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The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers).

\n

It has 22 tech points and knows the following tech powers:

\n

At will: assess the situation, electroshock, venomous strike

\n

1st-level: poison dart, spot the weakness, toxin scan, tranquilizer

\n

2nd-level: paralyze humanoid, toxin purge, truth serum

\n

3rd-level: tactical advantage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

If the target is a creature, the creature is shocked until the end of its next turn.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":9,"powerLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 10","languages":{"value":[],"custom":"Kaleesh, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/avatar.webp","token":{"flags":{},"name":"Kolkpravis Khagan","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"q80pqRoTecpn2V9y","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":113,"max":113},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjJhOWVmNGU0YTZk","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/avatar.webp","data":{"description":{"value":"

The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and be wielding a melee weapon.

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.

The Kolkpravis Khagan makes three melee attacks once with Blade of Plague and twice with Blade of Pain.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage plus 4 (1d8) kinetic damage.

The target must succed on a DC 16 Constitution saving throw or become Poisoned.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","kinetic"],["1d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"ZThhNDRhZTJkN2U3","flags":{},"name":"Blade of Pain","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage plus 22 (4d10) lightining damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","kinetic"],["4d10","lightining"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"MmE4OTAzOTNiZDA0","flags":{},"name":"Blade of Pain","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 20/60 ft., One target. Hit : 12 (2d8+3) kinetic damage plus 22 (4d10) lightining damage

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.

For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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If the Padawan surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

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The Padawan can use a bonus action to take the Dash, Disengage, or Hide action.

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The Padawan's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

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The Padawan is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +6 to hit with force attacks, 18 force points).

The Padawan

knows the following force powers:

At-will: saber reflect, give life, force push/pull,force disarm,

spare the dying, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, heal

2nd level: stun droid

3rd level: telekinetic storm, knight speed, share life

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The jedi makes two lightfoil attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

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Darth Vader

Anakin Skywalker, a Force-sensitive human male, was a Jedi Knight of the Galactic Republic and the Chosen One of the Force. During the Clone Wars, his accomplishments as a battlefield commander earned him the Hero With No Fear moniker. After turning to the dark side of the Force, he became known as Darth Vader—Dark Lord of the Sith and apprentice to Emperor Darth Sidious. As a Sith Lord, Vader turned against his former comrades and hunted the surviving Jedi into near extinction. He became an enforcer of the Galactic Empire, who worked to crush the Alliance to Restore the Republic for opposing his Sith Master's will. Yet despite his actions as Darth Vader, a glimmer of the light side of the Force remained within the former Anakin Skywalker.


Skywalker was born in the year 41 BBY before moving to the Outer Rim planet Tatooine during the Age of the Republic. Although he had a mother, the slave Shmi Skywalker, the truth about his parentage was that Anakin had no father—leading Jedi Master Qui-Gon Jinn to suspect that Skywalker's conception was the work of the midi-chlorians. Recognizing the boy's unprecedented connection to the Force, Jinn was determined to see Skywalker trained as a member of the Jedi Order, the task of which ultimately fell to his Padawan Obi-Wan Kenobi following Jinn's death in 32 BBY. Over the next decade, Skywalker rose to become one of the strongest Jedi in galactic history. While he was both caring and compassionate, his fear of loss was ultimately the catalyst for his downfall. During the war, Skywalker trained a Padawan, Ahsoka Tano, who ultimately left the Jedi Order after she was framed for the terrorist attack on the Jedi Temple. The loss of Tano affected Skywalker on a personal level, causing him to feel more isolated and bitter towards the Jedi High Council. With the Clone Wars nearing conclusion, Skywalker succumbed to the temptations of the dark side, believing the Sith had the power to save the life of Senator Padmé Amidala, his secret wife. Christened \"Darth Vader\" by his new Master Darth Sidious, the newly-minted Sith Lord assaulted the Coruscant Jedi Temple, killing fully-trained Jedi and novice younglings alike. After assassinating the leaders of the Confederacy of Independent Systems, Vader was confronted on Mustafar by his one-time friend and mentor, Kenobi, resulting in a lightsaber duel that left Vader burned and mutilated. As a consequence of his defeat, he was rebuilt as a cyborg and encased in a life-sustaining suit of armor, further distancing the persona of Vader from that of Anakin Skywalker. In addition, Amidala's death in childbirth broke the fallen Jedi Knight's heart, leaving him more machine than man mentally as well as physically.


Throughout the Dark Times, the former Anakin Skywalker brought fear to the galaxy in his capacity as the Emperor's dark enforcer. However, in spite of his deep immersion in darkness, Vader never succeeded in fully killing the side of himself that was Skywalker. His confrontation with his son, the aspiring Jedi Knight Luke Skywalker, during the Galactic Civil War awoke the compassion within the Sith Lord, causing Vader to renounce his allegiance to the Sith in order to save Luke from the Emperor's wrath. By killing his Master, however, Vader sustained critical damage to his armor, making death inevitable. Resigned to his fate, his dying wish was to see his son with his own eyes for the first and final time. In the end, he died not as Darth Vader but as Anakin Skywalker, the Chosen One who brought balance to the Force by destroying the Sith. His destiny fulfilled, Skywalker's consciousness was able to endure beyond death due to his sacrifice and redemption, allowing him to live on in spirit alongside his deceased Jedi mentors, Obi-Wan Kenobi and Grand Master Yoda. Yet the legacy of Vader also survived through Kylo Ren, his grandson by Princess Leia Organa. As Vader's descendant, Ren believed it was his destiny to complete his grandfather's legacy: the annihilation of the Jedi Order.

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As a bonus action, Sith Cyborg casts rage on himself when his hitpoints get below half (173).

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During his turn, Sith Cyborg can halve his movement speed in order to immerse himself in the force and protect himself from blaster fire, and therefore can use his reaction to cast the saber reflect power once per turn instead of once per round.

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Sith Cyborg is a 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Cyborg knows the following force powers:

At-will: affect mind, denounce, force disarm, force push/pull,

saber throw, saber reflect

1st level: burst of speed, curse, force jump, sap vitality, sense

force, wound

2nd level: drain vitality, force sight

3rd level: bestow curse, choke, knight speed, horror

4th level: drain life, hysteria, shroud of darkness

5th level: dominate mind, telekinesis, siphon life

6th level: crush, telekinetic burst

7th level: master speed, whirlwind

8th level: earthquake, master force scream, telekinetic wave

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Whenever Sith Cyborg makes a saving throw against a force power he rolls with advantage.

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Sith Cyborg has advantage on Wisdom (Perception) Checks.

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If Sith Cyborg fails a saving throw, he can choose to succeed instead.

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When a creature hits Sith Cyborg with an attack, it takes 6 psychic damage as long as Sith Cyborg is not incapacitated

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Whenever Sith Cyborg makes a saving throw against a tech power he rolls with advantage.

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

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Sith Cyborg can use his Frightful Presence. He then makes three greatsaber attacks or one greatsaber attack and casts a force power.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature of Sith Cyborg's choice that is within 90 feet of Sith Cyborg and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Sith Cyborg's Frightful Presence for the next 24 hours.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (3d8+7) energy damage plus 18 (4d8) necrotic damage.

On a hit a creature makes a DC 20 Wis save or become frightened.

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.

Sith Cyborg can move up to his speed without provoking opportunity attacks.

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Sith Cyborg can cast an at-will force power.

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Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

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Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

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\"Bor Gullet can feel your thoughts. No lie is safe. […] Bor Gullet will know the truth. The unfortunate side-effect is that one tends to lose one's mind.\" 

- Saw Gerrera, to Bodhi Rook

ClassificationMairan
Eye colorWhite
Skin colorPurple
Homeworld

Maires

Bor Gullet was a purple-skinned Mairan with the ability to read thoughts. Saw Gerrera used it to torture Bodhi Rook on Jedha to ascertain the truth behind his claim of being in contact with Galen Erso. Afterwards, Rook was for a time left a gibbering wreck, unable to speak a coherent thought and acting very panicky. Despite this, Rook showed some resilience, as he recovered upon hearing himself referred to as \"the pilot,\" and was able to recover enough of his senses to escape from Jedha when Jedha City was targeted by the superlaser of the Galactic Empire's Death Star superweapon.

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The bor gullet is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each such creature, as well as each such creature's intelligence score, but it can't sense anything else about it. Droids and creatures protected by a mind blank power or other similar power cannot be perceived in this manner.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"N2Y5OWFjOTczODQz","flags":{},"name":"Fortified Mind","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

The bor gullet has advantage on saving throws against being charmed and frightened, and it can't be put to sleep.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDFmYjVhMTZjMjg2","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

If the bor gullet fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ODVjYjM3MmUxM2My","flags":{},"name":"Psychic Link","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

The bor gullet can establish a psychic link with any creature that it successfully grapples with its tentacles. Until the psychic link ends, the bor gullet can perceive everything the target senses. The target is aware that its mind is linked, and the bor gullet can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Intelligence saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the bor gullet are more than 1 mile apart, with no consequences to the target. The bor gullet can form psychic links with up to ten creatures at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2M3YTkxMjNhM2Fm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The bor gullet makes three tentacle attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"OTRlMjBmYzIzMDVj","flags":{},"name":"Tentacle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 20 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NWVhN2Y3ZTRiNmU3","flags":{},"name":"Mind Blast (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet emits psychic energy. Creatures of the bor gullet's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"Yzg5NGNlMTNhM2M1","flags":{},"name":"Sense Thoughts","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature with which it has a psychic link. The bor gullet gains insight into the target's emotional state and any thoughts that loom large in its mind (including worries, loves, and hates). The bor gullet can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the bor gullet succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YmQxYTc5NDhmMzI4","flags":{},"name":"Tentacle","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 20 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YjA4MTY4Y2ZhYzI2","flags":{},"name":"Break Concentration","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet breaks the creature's concentration on a power it is using. The creature also takes 1d4 psychic damage per level of the power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZjczZWNjOTMwMDYy","flags":{},"name":"Psychic Pulse","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. Enemies of the bor gullet within 10 feet of that creature take 10 (3d6) psychic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"ZGE0OWUxYzRiNDNi","flags":{},"name":"Sever Psychic Link","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000}]} +{"_id":"qf99VSLXLh9TdVPn","name":"Exogorth, Adolescent","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":23,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":1,"min":3,"mod":0,"save":4,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"natural armor"},"hp":{"value":168,"min":0,"max":168,"temp":0,"tempmax":0,"formula":"16d12+64"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"50 ft","special":"burrow 30 ft"},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":168,"min":0,"max":168},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"The cave is collapsing!\"

\"This is no cave.\"

- Leia Organa and Han Solo

Average length1-900 meters
Skin color

Brown

Eye colorBrown
Average lifespan30.000 years
HabitatAsteroids
DietMinerals

The exogorth, colloquially known as the space slug, was a gigantic species of toothed gastropod. They were silicon-based lifeforms that survived in the vacuum of space by making their homes in the caverns and craters of asteroids. They fed on the minerals of asteroids, various stellar energy fields, mynocks (another silicon-based lifeform), ships, and other unfortunate creatures that unknowingly passed into its mouth. The average adult space slug grew to about 10 meters in length; however, there had been instances of near-kilometer-long specimens. Some slugs were known to continuously grow to sizes that rivaled capital ships in sheer bulk, with some weighing over a million kilograms.

Biology

Space slugs reproduced asexually by fission. Once an adult slug reached a certain size, a chemical trigger would cause it to split into two identical slugs. The two new space slugs would immediately become self-reliant. Space slugs also molted as a result of their growth. Occasionally, this mechanism would be overridden, and the slug would grow to monstrous sizes.

A space slug would travel through the asteroid belts they inhabited by pushing off the surface of one asteroid and floating through space to land on another. They also could use stellar winds to help propel themselves through space. Through highly evolved sense of spatial awareness, they were capable of calculating the speed, trajectory, and distance of perilous moving bodies around them. This sense of spatial acuity also aided them in hunting food. They appeared to have been able to anchor themselves into a cave in an asteroid with tendrils, which also drew nutrition directly from the asteroid itself. As a space slug did not remain in one asteroid for its entire life, it can be assumed that they could break free from their point of anchorage without causing significant injury to themselves. Although their primary diet, similar to mynocks, was passive radiation, they did tend to chomp on rocks and metal as well.

On occasion, the naturally occurring chemical trigger would cause the space slug to kill whatever occurred near them. These oddities were known to reach sizes of nearly one kilometer in length. These colossal slugs were known to take sizable bites out of capital ships that passed too close to the slug's current dwelling, and even swallow smaller vessels whole. At these sizes, the mynocks they ate would often become internal parasites, rather than nourishment, living inside the cave-like esophagus of the slugs that ate them. Some slugs had entire ecosystems of other life living within their digestive tracts.

A natural predator of the space slug was the colossus wasp.

Exogorth variations

A number of space slug variations existed, such as the giant slug, the crimson slugs, and the Cularin slugs. Giant space slugs were larger than average ones. It remains unclear if they were a separate species from the common space slug, or just individuals larger than normally reported.

Crimson slugs were a species of space slug native to the asteroids of Tapani sector. They were distinguished by a red stripe down either side of the body.

Cularin space slugs were a variety of exogorth found in the Cularin system which proved to be comparatively easy to train. Some theorized that they were descended from a domesticated form of space slug. Other theories held that these exogorths were descended from natives to the world which formed the Cularin system asteroid belt (Oblis) before its destruction, and that these creatures survived and adapted to the void of space. They may have been related to—or the same creature as—the space worms which hollowed out the moon Eskaron.

History

\"They're the last remnant of a species that predates history—an unlikely being, if ever there was one. No one knows how or why they evolved—just that we have found a number of them in the galaxy, going about their business…Time has no meaning for such a creature…We thought for a time that they might have once been plentiful in the galaxy—and the ones we find now are the only ones left.\" - Arkoh Adasca

The House of Adasca found a way to control the slugs, known to Adascorp scientists as exogorths, after the Great Sith War. Based on the research of Gorman Vandrayk, Adascorp was able to control the hunger drives, growth rate, and reproductive fission processes of the creatures. Arkoh Adasca placed control mechanisms and hyperdrive engines on a group of slugs and sought to sell them to the Republic, the Mandalorians, or the Revanchist faction as superweapons. With the Adascorp modifications, the exogorths could be sent through hyperspace to a specific system. Once there, their increased rate of growth and division could lead to destruction of space stations, asteroids, moons, and possibly even planets. The original exogorths could be sent to another system once they had divided, making it possible to disrupt or destroy hundreds of systems in a very short time. None of the parties who were invited to bid on these new weapons were enthusiastic about using them, however, all three were interested in making sure the weapon did not fall into the other parties' hands. Camper was able to escape and used the exogorths to kill Adasca atop of the Arkanian Legacy's bridge and then lure them out to Wild Space.

During the Galactic War, the lair of a rare exogorth was found in the Minos Cluster. Upon being investigated, the worm was just shedding its valuable skin, and several pieces of it were retrieved for studying.

One 80-meter-long specimen was observed by the University of Sanbra in the Borkeen Belt in 22 BBY. This space slug made headlines, as it was the largest ever found by the university.

Thousands of years later, the notorious Mugaari pirate Clabburn the Elder seeded the Hoth asteroid field with space slugs, in order to protect his hidden smuggler bases. In one recorded occurrence a slug living in that asteroid field grew to a size of about 900 meters in length. It was found and officially recorded by Gamgalon the Krish, who made a living by capturing these massive specimens.

The asteroid belt in the Algunnis system of the Trax sector was home to several huge exogorths.

Han Solo unwittingly hid the Millennium Falcon in a space slug of similar size when running from the Galactic Empire after the Battle of Hoth. Since exogorths insulated themselves deep inside asteroids and their own heat-generating waste, Leia Organa, Han Solo, and Chewbacca were able to survive inside the space slug with only breath masks to provide oxygen. Solo had heard stories for years of the giant slugs, and had been warned of their dangers, but he dismissed them as mere \"ghost stories.\"

Certain facilities that resided in space kept a space slug living close by to help keep the pesky mynock population down. To keep these specially used slugs from reproducing and growing to uncontrollable sizes, katrium was introduced into the creature's system on a regular basis.

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The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OGU0ZmQwNTBiNWRi","flags":{},"name":"Legendary Resistance (1/long rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","data":{"description":{"value":"

If the exogorth fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NzY5NTcxMWMyMTYz","flags":{},"name":"Huge Strength","type":"feat","img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","data":{"description":{"value":"

The exogorth's melee weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OTc0MzJmNDcxNjQw","flags":{},"name":"Siege Monster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","data":{"description":{"value":"

The exogorth deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"Y2Y5NDRiOWU0Mjlh","flags":{},"name":"Space-borne","type":"feat","img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","data":{"description":{"value":"

The exogorth can survive in the vacuum of space.

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.

The exogorth makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 14 (4d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 13 (2d6+6) kinetic damage.

If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"We think, therefore we are. Therefore, we will propagate. Therefore, we will remain.\"

- IG-88

IG-88, also known as IG-88B, or as a Phlutdroid, was a rogue, deadly masculine IG-series assassin droid manufactured by Holowan Laboratories who worked as a bounty hunter. Following the Battle of Hoth, he and several other bounty hunters were summoned by Darth Vader to the Executor and hired to track down the Millennium Falcon and her Rebel crew. Unable to track his quarry, IG-88 trailed his chief rival, Boba Fett, to Bespin, where the bounty hunter nearly destroyed the assassin droid, however IG-88 managed to survive. At some point IG-88 undertook a software infiltration into Death Star II, but his plan was single-handedly thwarted by R2-Q5. The droid later met with mercenary Bazine Netal to speak about the location of the Millennium Falcon.

Biography

Origins

The first of the IG-series assassin droid models created in secret by Holowan Laboratories. IG-88[10] also known as IG-88B or as a Phlutdroid, realized his skill and desire to kill the moment he was first activated and turned on his creators, killing everyone in the lab. From that moment on, he became one of the most feared bounty hunters in the galaxy, in part due to the lingering fear of droids, particularly those capable of battle and assassination, from the Clone Wars gaining notoriety comparable only to that of Boba Fett, his chief rival.

Age of the Empire

\"You're certain this is where we'll find the individuals involved in the rebel activity on Savareen? I don't like being disappointed, bounty hunter.\"

\"Yes. I am certain.\"

- Kallus and IG-88

During the Age of the Empire, IG-88 was hired by Imperial Security Bureau Agent Alexsandr Kallus to assist in tracking down Imperial Army deserter turned smuggler, Captain Han Solo of the Millennium Falcon.

Capturing Qi'ra

\"Oh, Qi'ra, Qi'ra. It does look like you have fallen into our little trap. Catching you was quite difficult, my young friend. I had to partner with IG-88 here.\"

\"A Crimson Dawn Lieutenant will fetch a nice bounty.\"

- Hondo Ohnaka and IG-88

Later, IG-88 teamed up with Hondo Ohnaka to collect the bounty on Crimson Dawn lieutenant Qi'ra's head. Tracking Qi'ra down, IG-88 and Hondo managed to apprehend Qi'ra. Turning the bounty hunter and the pirate against each other, Qi'ra convinced IG-88 to collect the bounty on Hondo instead of the bounty on her. Attacking Hondo, IG-88 was quickly stunned and put in binders. After Qi'ra had similarly tricked and apprehended Hondo, IG-88 was led away by Qi'ra so that she could collect the bounty on his head.

Seeking a data-tape

\"What is that?\"

\"IG-88. An actual bounty hunter. Also, probably interested in your data tape. He's good—one of the best in the galaxy. And he's a surprise. Take cover!\"

- Leia Organa and Sabine Wren

Later, IG-88 pursued Princess Leia Organa on Garel, seeking a data-tape in her possession of Imperial base locations. Organa was assisted by Sabine Wren, who identified the droid, and the pair fled as the assassin opened fire in the corridors of Garel City Spaceport. However, Wren planted a paint bomb, surprising IG-88 and covering him in purple paint. Leia convinced several stormtroopers to fire at the bounty hunter, and the droid was hit by a blast before retreating.

Apprehending a thief

\"To kill is reward enough.\"

- IG-88, to the Imperial captain

IG-88 was hired by an Imperial captain to capture a thief named Venga Liss who hijacked a Lambda-class T-4a shuttle on a jungle planet. Eventually IG-88 killed Liss when he detonated the shuttle.

Capturing the Gatto Gang

\"IG-88! This deadly droid had been given the task of capturing the sneaky Gatto Gang.\"

- CR-8R

IG-88 was hired by Duke Blazor of the Black Sun to capture the Gatto Gang that consisted of Sylvestarr, Ziggee and Moggee. He later eventually captured all three of them.

Hired by Vader

\"There will be a substantial reward for the one who finds the Millennium Falcon. You are free to use any methods necessary, but I want them alive.\"

- Darth Vader to IG-88 and several other bounty hunters

By the year 0 ABY, IG-88 consorted with the crime lord Jabba Desilijic Tiure. He was present in the Hutt's palace while Jabba received Darth Vader. The Sith Lord told the Hutt to dispense with his audience, and IG-88, along with fellow hunters including Fett and 4-LOM, departed from the court. In 3 ABY, IG-88 answered a call put out by Vader for bounty hunters to track down the Millennium Falcon. He and several other hunters, including Boba Fett, assembled aboard the Executor, where Vader offered a bounty for the live capture of Han Solo and his companions. IG-88 tailed the Millenium Falcon along with Fett to Cloud City on the planet Bespin, where the assassin droid was defeated and left for scrap after his longtime rival caught it trailing him. Ultimately, Darth Vader captured Solo for Boba Fett who then delivered the bounty to Jabba on Tatooine.

Infiltrating the Death Star II

At some point before or during 4 ABY, IG-88 undertook a software infiltration of the Empire's second Death Star. However, his plan was single-handedly thwarted by the Imperial astromech droid R2-Q5.

Around 9 ABY, another IG-series assassin droid, IG-11, was an active bounty hunter and was often mistaken for IG-88.

Contacted by Bazine Netal

\"...We would have apprehended the Millennium Falcon.\"

\"But you didn't.\"

\"Correct.\"

- IG-88 and Bazine Netal about the time when he nearly captured the Falcon with Kallus

In 34 ABY, at some point after the Battle of Takodana, IG-88 was contacted by the mercenary Bazine Netal to discuss the location of the Millennium Falcon after she heard a rumor about the time IG-88 nearly caught the Falcon. During their rendezvous, IG-88 took the opportunity to tell Netal when he almost caught the Falcon with Kallus. IG-88 told Netal that he almost caught the Millennium Falcon again, but lost out to Fett. Netal responded that, though he had a lot of excuses, her employer only paid for results. She informed IG-88 that someone knew where the Falcon was and that they would tell her where it was before leaving him to continue with her search.

Characteristics

\"This notorious IG-series assassin droid possessed an unstoppable desire to hunt and kill his prey, earning him a reputation as one of the top five bounty hunters in the galaxy. It also earned him access to some of the best-paying clients, like Darth Vader and a wide variety of Hutts.

- R0-GR

A rogue class 4 assassin droid, IG-88 was obsessed with hunting, destroying, and killing as a result of his incompletely formed droid programming. He tended to hunt alone and earned a reputation as a merciless hunter.

A hideous, battered chrome war droid, IG-88 stood 1.96 meters in height. His steady aim, along with his ability to track targets with advanced sensors that ringed his head and allowed him to see in all directions, won him great success. These sensors included multiple red photoreceptors, a heat sensor, and a sound sensor. IG-88 also had a vocoder at the base of his head. His torso was able to fully rotate on the battlefield, allowing him to blast enemies on all sides. His tough metal body allowed him to survive most attacks without taking any damage and featured acid-proof servo wires.

Equipment

\"IG-88 could take down almost any target with his signature sniper rifle… as long as Boba Fett didn't get there first.\"

- R0-GR

IG-88 carried an arsenal of weapons, including blaster rifles, pulse cannons, a DAS-430 Neural Inhibitor, and a needle dart gun that launched poison darts. However, his most dangerous weapons were hidden inside his slender frame, including a flamethrower, a sonic device, and toxic gas dispensers. IG-88 also wore an ammunition bandolier that carried his concussion discs and vibroblades. As an IG-series droid, he was designed to have blasters built into each arm, but they were never installed. IG-88 owned a modified Aggressor assault fighter called the IG-2000.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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If IG-88 fails a saving throw, it can choose to succeed instead.

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IG-88 deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of IG-88 that isn't incapacitated and IG-88 doesn't have disadvantage on the roll.

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IG-88 makes three weapon attacks.

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Ranged Weapon Attack +9, Range 150/600 ft., One target. Hit : 10 (1d12+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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IG-88 makes one weapon attack.

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IG-88 makes a Wisdom (Perception) check.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Kolkpravis Baatar makes two attacks with its Greater Lig Sword or its Shoni Spear.

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Melee Weapon Attack +6, Reach 5ft., One target. Hit : 8 (1d8+4) kinetic damage plus 4 (1d8) kinetic damage.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 4 (1d8) kinetic damage

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For 1 minute, the Baatar can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Baatar. A creature can benefit from only one Leadership die at a time. This effect ends if the Baatar is incapacitated.

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

- An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 21 (2d10+10) kinetic damage plus 7 (3d4) poison damage.

The target must then succeed on a Constitution saving throw (DC 19) or become poisoned.

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Melee Weapon Attack +17, Reach 10 ft., One target. Hit : 17 (2d6+10) kinetic damage plus 7 (3d4) poison damage

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Melee Weapon Attack +17, Reach 20 ft., One target. Hit : 19 (2d8+10) kinetic damage

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon spits its poisonous saliva in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) toxin damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +17, Reach 20 ft., One target. Hit : 19 (2d8+10) kinetic damage

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The greater krayt dragon dives into the ground, sand blasting all creatures around it. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) kinetic damage and be knocked prone. The greater krayt dragon is now burrowed.

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\"All this effort for a simple astromech?\"

\"Not exactly. This is BT-1, a \"Blastromech\" prototype. Does enough to pass as an astro, but it's primarily a cover. It's a specialized assassin droid.\"

- Darth Vader and Chelli Lona Aphra talking about BT-1

CreatorTarkin Initiative
ClassAssassin droid
GenderMasculine programming
Sensor color
Orange

BT-1 assassin droids, also known as Blastromechs, were a type of assassin droid that were designed to look like ordinary astromech droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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If the assassin droid fails a saving throw, it can choose to succeed instead.

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The assassin droid makes three Blaster Cannon attacks.

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Each creature in a 10 foot cube centered on a point the droid can see within 100 feetmust make a DC 16 Dexterity saving throw. A creature takes 9 (1d10+4) energy damage on a failed save.

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.

Each creature in a 30-foot cone must make a DC 16 Dexterity saving throw. A creature takes 36 (8d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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.

Each creature in a 20-foot-radius sphere centered on a point that you can see within 150 feet must make a DC 16 Dexterity saving throw. A target takes 14 (4d6) kinetic damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YTM1ZDkwMGZlNzVk","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/159_-_Blastromech_Series_2C_BT-1/avatar.webp","data":{"description":{"value":"

.

The assassin droid makes one Blaster Cannon attack.

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.

The assassin droid makes a Wisdom (Perception) check.

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.

The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

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\"We have thousands of probe droids searching the galaxy. I want proof, not leads!\"

- Admiral Kendal Ozzel

ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
1,6 meters

The Viper probe droid, commonly referred to as the probot or Imperial probe droid, was a deep-space exploration and reconnaissance probe droid produced by Arakyd Industries. The Viper model was based on the success of Galalloy Industries' early probe droids. The design of the probot also relied heavily on the work of Viper Sensor Intelligence Systems, a corporation acquired by Arakyd during the Clone Wars. Though they were used almost exclusively by the military, they were considered class two exploration droids.

Specifications

\"'Fraid there's not much left.\"

\"What was it?\"

\"A droid of some kind. I didn't hit it that hard. It must've had a self-destruct.\"

- Han Solo and Princess Leia

The lightly-armored Viper droid measured 1.6 meters in height with six manipulator arms extending from a central pod and several retractable sensor arms for gathering samples. High resolution receivers and sensors covered the domed head—including motion, acoustic, sonic, and seismic sensors, a radiation meter, magnetic imager, and holocamera. It had an atmosphere sensor capable of determining a planet's atmosphere class within one half-hour. It moved on a repulsorlift generator which was equipped to operate over any terrain. One of the arms was high-torque, and the droid was equipped with a floodlight on its head. In addition, when making transmissions, the probe droid emitted a audio encrypted imperial computer code set of an unknown serial number.

Information was relayed back to its superiors via a high-frequency HoloNet transceiver. Its repulsorlift engines carried the droid across terrain at up to 40 km/h, while the arms gathered samples. Vipers were delivered to their targets through single-use custom built hyperspace pods. They were commonly deployed along the perimeters of key strategic star systems and hyperlanes to act as automated guardians.

Typically, a Viper probe droid cost 14,500 credits. They were capable of being deployed from Galactic Empire Command centers.

History

\"Go and report. You have much to see. Burn brightly.\"

- IG-88, to the last Viper probe droid constructed on Mechis III

Arakyd probe droids were originally designed for use by the Galactic Republic in survey and exploration duty, but when the Republic was transformed into the Galactic Empire, Arakyd modified their probots with military-level sensors and equipment, and marketed them as Viper probe droids. This was not the first time Arakyd probots had been upgraded for warfare, however, as the Confederacy of Independent Systems had employed a number of upgraded probots during the invasion of Kashyyyk during the Clone Wars.[6] Viper probots in service with the Empire were upgraded under the direct supervision of Darth Vader, and featured a blaster cannon, a self-destruct mechanism, and, in some cases, deflector shields.

Many thousands of the Imperial Viper probe droids were manufactured on Mechis III, and were in production when the rogue assassin droid IG-88 took control of the planet's automated factories. IG-88 included a secondary set of programming into the Viper droids to relay any obtained intelligence back to Mechis III, as well as to the Empire. Thus, they simultaneously served as the eyes and ears of the Droid Revolution. The Imperial Intelligence's Analysis Bureau also used them as remote surveillance droids posted largely in the Outer Rim Territories. In conflict zones, probots often worked alongside the Imperial Navy to monitor traffic and provide early warnings of attack. They could also be programmed to engage pursuit mode, whereupon the Viper would track an enemy vessel and report back on its location and destination.

Arakyd's success with the military model of the Viper yielded the C-Viper probe droid variant designed for planetary law enforcement organizations, the Infiltrator probe droid for sabotage missions, and the Hunter-Killer probot.

Shortly after the Battle of Tatooine, the Empire dispatched various probe droids to Tatooine in an attempt to recover the stolen plans for the Death Star. Six months after the Battle of Yavin, the Galactic Empire sent a detachment of probe droids to root out Rebel Commander Luke Skywalker. They were destroyed by Skywalker and Rogue Squadron. Probe droids were also used to scout ahead for Imperial strike forces, including during the Reytha campaign and the battle at Corellia, or were sent on search missions like at Chorax. Several were also dispatched to Dantooine as security measures while the Imperials arrived on the planet to detain the defecting Imperial officer Tycho Celchu.

Locating Echo Base

\"I think we've got something, sir. The report is only a fragment from a probe droid in the Hoth system, but it's the best lead we've had.\"

- Captain Firmus Piett, to Admiral Kendal Ozzel

Following the Battle of Yavin, the Empire committed thousands of these modified probe droids to scour the galaxy for hidden Alliance to Restore the Republic bases, specifically the Alliance High Command headquarters. They even went as far as to provide bounty hunters with remote request devices to search out targets moving from planet to planet.

It was an Arakyd Viper, launched from the Imperial II-class Star Destroyer Stalker,[10] that landed on the ice planet Hoth and discovered the Rebellion's Echo Base. Upon landing on the frozen world, the probe droid appeared to the casual onlooker, and even the base's sensor readings, as one of many meteorites streaking to Hoth's surface. During a routine patrol of the Hoth wastes, Luke Skywalker intended to inspect the crash site, but was attacked by a wampa ice creature, and never learned what had really crashed to the ground. Thus, the Hoth probe droid was free to continue on its programmed mission.

Immediately upon emerging from its hyperspace pod, the probe detected a faint comm signal on non-Imperial bandwidths. This indicated to the droid the presence of an unregistered, and possibly Rebel, settlement. Since it had not yet gathered enough conclusive evidence to report, the droid moved away from the nearby signal in order that it might avoid contact until such time as self-preservation no longer became necessary.

Soon after moving away from its first contact, the probe droid vectored in on the detected signal's probable destination point, triangulating from its last known position. A long time passed where the droid made no contact with the signal whatsoever, so it continued to search. During the night blizzard that threatened the lives of Skywalker and Han Solo, the probe detected and destroyed a wampa with its powerful blaster cannon. Only with the most advanced Imperial sensor technology was the probe able to detect a wampa in a blizzard whiteout. As the blizzard raged into the night, the probe activated its modified power-intensive particle shield to protect it from the thick snow hazard.

In the early hours of the next morning, the probe ceased operation entirely, shunting its energy to its shield. The droid reappeared when the sun rose, cresting the rise of a snow bank in Echo Base's Zone 12. There, it detected the presence of a large deflector shield generator. It immediately began audio-visual recording of the contact. Following its programming, the droid then beamed, on omnisignal unicode, a transmission via its HoloNet transceiver concerning its find to Vader's personal flagship, the Star Dreadnought Executor. This information was privately received simultaneously by IG-88 back on Mechis III. Vader decided from this information that the Hoth system was indeed the location of the Rebel base, and he ordered his Death Squadron there in preparation of a full-scale ground assault.

With the initial contact reported, the probe continued on its mission. It proceeded to meticulously map out the Echo Base defenses, including the surrounding trenches, artillery emplacements, and even the size, model, and location of the v-150 anti-orbital ion cannon, as well as observing troop movements and positions. This information was received by General Maximilian Veers. He and his commanders used this invaluable tactical information to plan the attack, a testament to the Empire's incredible preparedness during the Battle of Hoth.

\"Princess, we have a visitor. We've picked up something outside the base in Zone Twelve, moving east.\"

- General Carlist Rieekan, to Princess Leia Organa

Before the probe had a chance to implement its \"sabotage and disruption\" programming, the Echo Base command center received a transmission from Echo Station 3-8. The scout outpost had detected a metal object skimming through the icy wastes. The probe droid was discovered. The probe then proceeded to completely destroy the outpost and the scout within it with its blaster, turning it into a smoldering ruin. Solo and the Wookiee Chewbacca were dispatched to deal with the spy machine. The probe detected the approach of its two enemy assailants, but it was no match for them. The probe was soon trapped despite its evasive maneuvers. After a quick game of \"decoy,\" Solo blasted the confused probe. Solo's shots were only meant to disable the probe's motor functions, intending to take the droid intact, but its override programming kicked in and the probe immediately self-destructed.

Although the probe attempted to destroy itself, its self-destruct programming had apparently been at least marginally affected by either the frigid Hoth temperatures or the damage that was inflicted on it upon entering the Hoth system. The probe was almost destroyed entirely, though enough of it was left for Solo to retrieve and bring back to the base for memory scan. The base technicians and Alliance historian Voren Na'al were able to piece together some of the probe's memory circuits and learn many details concerning its particular mission experiences. Na'al used much of this data to help compile his subsequent reports on the history of the Rebellion during this period. Other probe droids were used during the actual Battle to locate Rebel installations.

In 14 ABY the Jedi Jaden Korr encountered probe droids used by the Imperial Remnant on his scouting mission on Hoth.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 7 (1d10+2) energy damage

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When the probe droid is reduced to half of its hit point maximum, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Ahsoka Tano, nicknamed \"Snips\" by her master and known as \"Ashla\" after the Clone Wars, was a former Jedi Padawan who, after the conflict, helped establish a network of various rebel cells against the Galactic Empire. A Togruta female, Tano was discovered on her homeworld of Shili by Jedi Master Plo Koon, who brought her to the Jedi Temple on Coruscant to receive Jedi training. Following the outbreak of the Clone Wars, Jedi Grand Master Yoda assigned the young Tano to be the Padawan learner of Jedi Knight Anakin Skywalker, whom she joined at the Battle of Christophsis. Whereas Tano was eager to prove herself, Skywalker had a reputation for recklessness, and they had a rather difficult start as master and apprentice. Yet they worked together to rescue Rotta, the son of crime lord Jabba Desilijic Tiure, and returned Rotta to his father, thus facilitating a crucial alliance between the Hutt Clan and the Galactic Republic.

As a commander in the Grand Army of the Republic, Tano found a mentor in Clone Captain Rex of the 501st Legion, with whom she and Skywalker collaborated to lead frontline campaigns against the Confederacy of Independent Systems. In her first command position at the Battle of Ryloth, Tano disobeyed orders and lost her entire squadron of pilots, but she rebounded and helped secure a victory at Ryloth. Her assignments pitted her against a variety of opponents, from General Grievous and Sith apprentice Asajj Ventress to bounty hunters such as Cad Bane and Aurra Sing. Over time, she matured into a respected leader, contributing to key Republic victories like the Second Battle of Geonosis and the Battle of Mon Cala. She even died during a series of events on Mortis, but the Force wielder known as the Daughter sacrificed herself to bring Tano back to life.

Tano gained much experience on and beyond the war front, leading a group of Jedi younglings to revolt against their Trandoshan captors, helping rescue a colony of Togruta from enslavement by the Zygerrian Slave Empire, and serving as an advisor to the Onderon rebels—with her close friend, Lux Bonteri, among them—as they liberated their world from the Confederacy. In a stark turn of events, Tano was framed for the bombing of the Jedi Temple hangar and other homicides, and she escaped into the Coruscant underworld to clear her name. Though she formed an unlikely alliance with Asajj Ventress, she was detained by Republic forces and was consequently barred from the Jedi Order. Ultimately, Skywalker uncovered the true culprit, Tano's friend, and fellow Padawan Barriss Offee, and prevented his former apprentice from being convicted of sedition. Nevertheless, the ordeal dislodged Tano's faith in the Jedi. She refused the Jedi High Council's offer to rejoin the Order, instead of departing in search of a new path and becoming a Force-Sensitive Outcast. Tano briefly returned to lead Republic forces during the Siege of Mandalore and faced Darth Maul and his forces, although Order 66 was enacted shortly after the Sith Lord's capture and Tano, faking her death after being betrayed by the 501st Legion, was forced into hiding.

After the Galactic Empire came to power, Tano went into hiding on Thabeska and Raada. Following the evacuation of Raada, Tano joined Senator Bail Organa's growing rebel movement. She became the manager of his intelligence network and adopted the codename \"Fulcrum.\" As Fulcrum, Tano provided intelligence to various rebel factions including Hera Syndulla's Spectres rebel cell. Tano took a particular interest in Syndulla's rebels because one of their members, a former Jedi named Kanan Jarrus, had begun to train his own Padawan, Ezra Bridger. In addition, Tano's efforts against the Empire brought her into contact with the Dark Lord of the Sith Darth Vader, who, unknown to her, was actually her former master, Anakin Skywalker, as well as the Imperial Inquisitors known as the Fifth Brother and the Seventh Sister. Following the mission to Malachor, Tano became lost to the rubble and shadows of the Sith temple and was believed by many including Jarrus and Bridger to have perished during a duel with Darth Vader.

However, Tano was unexpectedly saved from Vader's wrath by a future Ezra Bridger, who pulled her through a time portal into the World Between Worlds, a dimension of the Force connecting all time and space. After a confrontation with Darth Sidious, who desired access to the dimension, Tano returned to her time, promising Bridger that she would find him once she returned. After the end of the Galactic Civil War, Tano returned to a freed Lothal and joined Sabine Wren in her quest to find a missing Bridger, who had disappeared during the liberation of Lothal.

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The Jedi Ronin casts battle precognition on herself every morning.

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The Jedi Ronin is a 14th-level forcecaster. Her forcecasting ability is Wisdom (force save DC 19, +11 to hit with force attacks, 61 force points).

Jedi Ronin knows the following force powers:

At-will: force disarm, force push/pull, force technique,

guidance, mind trick, saber reflect

1st level: battle precognition, burst of speed, force jump, force

throw, heroism, sense force, slow descent

2nd level: battle meditation, force enlightenment, force sight,

rescue, stun droid

3rd level: force repulse, knight speed, remove curse

4th level: disable droid, force immunity, freedom of movement

5th level: telekinesis

6th level: true sight

7th level: destroy droid

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When the Jedi Ronin fails a saving throw, she can choose to succeed instead.

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Creatures provoke an opportunity attack from the Jedi Ronin even if they take the Disengage action before leaving her reach. Creatures provoke an opportunity attack from Jedi Ronin when they enter her reach. When Jedi Ronin makes an opportunity attack, Jedi Ronin makes two Saber Attacks.

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The Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

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.

The Jedi Ronin makes three Saber Attacks or casts a force power and makes a Saber Attack.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"MmI0OWVjODY3ZTUx","flags":{},"name":"Saber Rush (2/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","data":{"description":{"value":"

.

The Jedi Ronin rushes forward up to 30 feet to an unoccupied space she can see without provoking opportunity attacks. Each creature within 5 feet of the path must make a Dexterity saving throw (DC 19) with disadvantage. A creature takes 16 (2d8+7) energy damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZTk0MDY4ODY2OTAx","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","data":{"description":{"value":"

.

The Jedi Ronin can move up to her speed without provoking opportunity attacks.

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The Jedi Ronin can cast an at-will force power.

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.

The Jedi Ronin makes one Saber attack.

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DesignationSentient
ClassificationCephalopod
Average length7 to 10 meters
Skin colorDeep purple
Distinctions
  • Seven suckered tentacles
  • Several hearts
  • Blue blood
  • Ability to change color
  • Ability to regenerate limbs
Homeworld

Vodran

Habitat
  • Sewers
  • Swamps
DietOminvore
LanguageDianoga

Dianoga were large omnivorous cephalopods that hailed from the planet Vodran in the Si'Klaata Cluster. Although primitive, they were actually sentient, and some dianoga were sensitive to the Force.

Biology and appearance

Dianoga were sentient cephalopods characterized by seven suckered tentacles, an eyestalk, a mouth of sharp teeth, and several hearts. They could grow to a length of 7 to 10 meters. Their blood had a blue tint.

Although they could survive in the open air for short periods of time, dianoga were entirely dependent on water, lest they completely dried out.

While physically hermaphroditic, dianoga could choose to identify as female, diangous (the most common gender), or male. The mating process involved partners exchanging eggs with one another.

The normal skin color of a mature individual was a deep purple, but dianoga could change their color and patterns for active camouflage. They could notably turn black, gray, and even transparent. They also had the ability to regenerate lost limbs.

Dianoga were omnivores, feeding on smaller animals like fish and crabs, but also feed on bones and aquatic plants.

Society and culture

Dianoga had a primitive tribal culture. When they were not feeding, they often spoke a deep, complex humming language. Because its reverberations carried so completely in the water, that language scared away all nearby prey. Their people venerated water, which they called \"the Great Cleanser When It Was Time to Be Cleansed\", and believed in reincarnation.

History

Dianoga hailed from Vodran, a swampy planet located in the Si'Klaata Cluster. They shared their world with the sentient Vodrans, who usually stayed well away from the deeper wetlands.

Dianoga in the galaxy

At some point before the Battle of Yavin in 0 BBY, a female dianoga named Omi was captured by Vodrans, who handed her to members of the Galactic Empire en route to their new Death Star battle station. She was dumped into the Death Star's garbage masher 3263827, where she would feed on the organic materials that occasionally fell in. During the rescue of Leia Organa, Luke Skywalker first realized something was alive in the garbage compactor, but shortly after his realization, Omi dragged Skywalker underwater. Han Solo and Organa were unable to locate him, but the dianoga released him just before the walls began to close.

Experienced chefs could make grilled dianoga into a tasty breakfast dish, but overcooking it would activate the blood parasites in the fatty tissue, destroying the flavor.

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The dianoga can have up to seven at a time. Each tentacle can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it.

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The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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.

The dianoga can make three attacks: two with its tentacles and one with its bite.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

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Melee Weapon Attack +6, Reach 15 ft., One target. Hit : 11 (2d8+2) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained.

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.

The dianoga slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) kinetic damage and be stunned until the end of the dianoga's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.

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Asajj Ventress

\"I am fear. I am the queen of a blood-soaked planet and an architect of genocide. I have helped to crack the galaxy in half with this war and conquered every enemy I have ever faced—including death. All except for you.\"

- Asajj Ventress, to Obi-Wan Kenobi

Asajj Ventress was a female Dathomirian Dark Jedi and a valuable Dark Acolyte to Count Dooku. Originally a Nightsister from Dathomir, Ventress was taken as a slave to Rattatak and trained as a Jedi Padawan by Jedi Knight Ky Narec. However, after Narec was slain, Ventress gave into her anger and began walking the path of the dark side; taking up the lightsaber of her dead master, she trained herself in the Jar'Kai style of lightsaber combat, before slaying all the warlords on Rattatak and installing herself as its ruler. At the time of the Clone Wars, Ventress served as one of Count Dooku's loyal acolytes and served in the rank of commander in the Confederacy of Independent Systems. She had yearned to learn the ways of the Sith from Dooku and believed if she had proved herself worthy, she would become his apprentice. She even blamed Obi-Wan Kenobi for her failure and made it an obsession to hunt and kill him. Soon after her first encounter on the moon Ohma-D'un, she hunted him on missions on Christophsis, Teth, and Ord Cestus, but never gained the chance to defeat him. In addition, during her struggles with Kenobi, she was also confronted with Kenobi's apprentice Anakin Skywalker, who also defeated her several times, being seriously injured in a duel on Yavin IV. When she especially wanted to meet Skywalker by threatening his lover Padmé Amidala, he was almost killed in another duel on Coruscant and initially disappeared from the scene. While Ventress' power continued to grow, the Dark Lord of the Sith Darth Sidious ordered his Dooku to have Ventress terminated due to his great fear of her power. After an unsuccessful attempt to do so, Ventress sought revenge against Dooku for betraying her and received help from the Nightsisters, led by Talzin, to assassinate him. However, further attempts to kill Dooku failed and Ventress was forced to retreat back to her homeworld to recover and join the Nightsisters. When Count Dooku and General Grievous launched an attack on the planet and killed almost every member of the clan, Ventress lived in exile and altered her life in becoming a bounty hunter.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (zebrak)","environment":"","cr":18,"powerLevel":0,"xp":{"value":20000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 20","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":2,"ability":"dex","bonus":0,"mod":7,"passive":29,"prof":12,"total":19},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ste":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","token":{"flags":{},"name":"Dark Disciple","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"sAJqr9IPBVN6JELa","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":120,"max":120},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjE0ZDI2NWY0OWRj","flags":{},"name":"Avoidance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

If the Dark Acolyte is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YjVjNzMwNmE3NjE0","flags":{},"name":"Battle Precognition","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

Dark Acolyte casts battle precognition on herself every morning.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MjNmOWVhMjc1OTU4","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of its turns, the Dark Acolyte can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MjJiY2NjNjYxNTc1","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

When the Dark Acolyte fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZGE5YmJiMzk4ZGVm","flags":{},"name":"Surprise Attack (1/rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

If the Dark Acolyte surprises a creature and hits it with an attack on the Dark Acolyte's first turn in combat, the attack deals an extra 2d6 damage to it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MDI5OWM1YjNiYTky","flags":{},"name":"Two-Weapon Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

The Dark Acolyte gains a +1 bonus to AC while wielding a weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"M2M0ZmIwNWM1OWU0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

The Dark Acolyte is a 14th level forcecaster it's forcecasting ability is Charisma (force save DC 19, +11 to hit with force attacks, 42 force points). The Dark

Disciple knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect mind,

saber throw, burst, psyhcic charge

1st level: slow descent, battle precognition, force jump, force

throw, phase strike, hex

2nd level: stun droid, phasewalk, darkness, force camouflage

3rd level: dark aura, knight speed, sever force, force repulse

4th level: improved force camoflauge

5th level: telekinesis

6th level: crush, rage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MTZlOGNkMjAwY2E0","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

Dark Acolyte adds 6 to her AC against one melee attack that would hit her. To do so, Dark Acolyte must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YzJjMjM2ZGExODNm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Dark Acolyte makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YWU1ZDU3ZGZjMmFl","flags":{},"name":"Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 25 (4d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"OTI5MGVkNWIyMDkx","flags":{},"name":"Off hand Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (1d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"OTc0ZTVjZGYyZmRj","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

.

Dark Acolyte can move up to her speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"Y2ZlMmYyNTAwZGI2","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

.

Dark Acolyte casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"MWM0ZjNhODhmOTU2","flags":{},"name":"Lightfoil","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

.

Dark Acolyte makes one lightfoil attack.

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Dathka Graush was the one who successfully melded spellcasting and alchemy, to perfect necromancy. Sorzus Syn expressed regret at not being able to meet him, and recorded the spell in her journals.


Asajj Ventress appeared to learn this ability, bringing up the corpses of Gungans to assist her against the Jedi in the Battle of Ohma-D'un.

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If the necromancer fails a saving throw, it can choose to succeed instead.

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While within 30 feet of the necromancer, any undead ally of the necromancer makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

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If the necromancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the necromancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The necromancer is a 13th-level forcecaster. Its forcecasting ability is Charisma (force save DC18, +10 to hit with force attacks) and it has 57 force points.

The necromancer knows the following force powers:

At-will: enfeeble, shock, force push/pull, lightning charge,

feedback, slow

1st-level: burst of speed, improved feedback, wound

2nd-level: animate weapon, affliction

3rd-level: plague, knight speed

4th-level: freedom of movement, shocking shield

5th-level: greater feedback, mass animation

6th-level: scourge

7th-level: ruin

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

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.

The necromancer makes three sith sword attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) necrotic damage

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.

The necromancer makes a sith sword attack.

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The necromancer casts an at-will force power.

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.

The necromancer moves up to its speed without provoking opportunity attacks.

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Up to five sith zombies appear in unoccupied spaces within 30 feet of the necromancer and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The necromancer can have up to five undead summoned by this ability at a time.

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\"Send the Heavy Gunner in first—he has better armor and more firepower.\"

- Obi-Wan Kenobi

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Heavy Gunners were clone troopers in the Grand Army of the Republic that used Z-6 rotary blaster cannons. The troopers had better clone trooper armor than other clones in the army. Due to their heavy blaster, they had superior firepower as well. Heavy Gunners in phase one armor had blue markings. In phase two armor, the clones still possessed blue markings, however, now the troopers also wore a kama, and a pauldron.

During the Clone Wars, Heavy Gunners could work alongside a clone medic and a clone paratrooper that served as a sniper.

In 22 BBY, during the first battle of the Clone Wars, the First Battle of Geonosis, Heavy Gunners were deployed alongside the other clone troopers of the Grand Army to engage the Separatist's battle droids and their Geonosian allies. Later in the Clone Wars in 19 BBY, at least one Heavy Gunner fought in the Battle of Kashyyyk.

For general information about troopers, see Trooper

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The trooper sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Lawful","species":"","type":"humanoid (any)","environment":"","cr":6,"powerLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 11","languages":{"value":[],"custom":"Galactic Basic, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/avatar.webp","token":{"flags":{},"name":"Software Developer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"segGINFyejlmgYDF","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":40,"max":40},"bar2":{"value":15,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2Y5ZDlhZWRkZTg4","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/avatar.webp","data":{"description":{"value":"

The developer is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 36 tech points.

The

developer knows the following tech powers:

At will: assess the situation, electrical burst, electroshock,

minor hologram, ward

1st level: alarm, decryption program, energy shield, hologram,

overload, repair droid

2nd level: detect invisibility, hold droid, mirror image,

translocate

3rd level: diminish tech, greater hologram, scramble

interface, tech override

4th level: ballistic shield, synchronicity

5th level: override interface

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MDFlNTQ3ZjgxMjY4","flags":{},"name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/avatar.webp","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MzZkYThkNzZlYThm","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} +{"_id":"srHe4XlPLV25qtAu","name":"Imperial Guard Sentinel","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered durasteel armor"},"hp":{"value":84,"min":0,"max":84,"temp":0,"tempmax":0,"formula":"13d8+26"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":84,"min":0,"max":84},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"We are the Emperor's Guard. We protect him. Kill for him. Die for him.\"

- Lassicar

Founder(s)Sith Emperor
Leader(s)

Tainor

HeadquartersImperial Citadel, Dromund Kaas
Location(s)
  • Dromund Kaas
  • Korriban
  • Yavin 4
  • Emperor's Fortress
Date founded4.980 - 3.959 BBY
Affiliation
  • Sith Empire
  • Sith Emperor's power base

The Imperial Guard, also known as the Emperor's Guard, the Sith Honour Guard and the Dark Honor Guard, was a force of elite warriors who served the Sith Emperor of the reconstituted Sith Empire as his personal protectors and enforcers. Founded sometime before 3959 BBY, the Guard was composed entirely of non-Force-sensitive individuals mentally bonded to the Emperor. As a result, each Guardsman was incredibly loyal to their master and willing to lay down their lives in the service of the Sith ruler, and even the members of the Empire's ruling Dark Council feared the Guard's prowess in combat. The warriors of the Imperial Guard were trained to use a wide variety of weapons and combat styles, making them more than a match for a single Jedi or Sith. The Guard carried out the Emperor's will on battlefields across the galaxy during the Great Galactic War, Cold War, and Galactic War with the Republic. Even with the knowledge that the Emperor sought to consume all life in the galaxy, the Guard remained loyal to their master, though they were unable to prevent the Order of Revan from invading the moon Yavin 4 and disturbing the Emperor's slumber there.

Organization and philosophy

\"Those who challenge the Imperial Guard challenge the Emperor himself.\"

- Commander Tainor

An elite group of soldiers chosen from among the ranks of the Imperial Military, the Imperial Guard was generally composed of members who lacked any degree of Force-sensitivity, though their candidates were chosen from among the Sith Empire's greatest non-Force-sensitive warriors. On rare occasions, Force-sensitives would be inducted into the organization, such as Guardsman Xarovit Tovar. Guardsmen were brought before the Sith Emperor and mentally linked to the Sith ruler. As a result, they were fanatically loyal to the Emperor and incapable of ever betraying him, becoming a vital part of his power base. The Guardsmen were perfectly willing to die for the Emperor, and carried out his every command without question. They were the protectors of the Sith Sanctum—the headquarters of the Sith Order—and the rest of the Imperial Citadel on the Empire's capital planet of Dromund Kaas, as well as the Sith Academy on the world Korriban, though they were also deployed wherever the Emperor required. The Empire's ruling Dark Council had no authority over or insight into the Guard's activities.

Equipment and training

\"I am a member of the Emperor's personal guard—as are the men under my command. The soldiers you face are specially trained to kill Jedi—and they outnumber you.\"

- Guardsman Lassicar

Members of the Imperial Guard were clad in armored robes of red and crested helmets, while they wielded a variety of different weapons as the situation required. Imperial Guardsmen would also don variations on the standard Imperial soldier's armor when harsh environments required it, though their stark white armor and red markings distinguished those Guardsmen from normal infantry. The primary weapon of a Guardsman was an electrostaff, though the Guardsmen were proficient enough with blaster rifles and other weaponry to be considered deadly opponents regardless of their weapon. The signal range 47.2 was used exclusively by members of the Imperial Guard, though their transmissions were largely encrypted.

The Emperor himself selected the locations of the Guard's academies, choosing worlds strong with the dark side of the Force so that he could exert his influence and form bonds with his future Guardsmen. Candidates underwent a merciless training regimen designed by elder Guardsmen, and their training included regularly-scheduled battles to the death among the initiates. Each Guardsman underwent an indoctrination process where they were brought before the Emperor and were made to submit to his will; a candidate named Iven resisted the process longer than any other in history, but when he finally broke, his mind also broke with him. If a candidate survived the ordeal, they emerged a incredibly-skilled killing machine bound to the Emperor's will. Guardsmen served for life; when a Guardsman reached the age where he or she was no longer suitable for active duty, they were appointed as training commandants for the next generation of Guardsmen, and the new recruits would eventually kill the teachers whose skills deteriorated in their old age. As an instructor at the Imperial Guard Academy on the moon Yavin 4, Commandant Iven had a candidate kill rate of over 80%.

The Guard also received intense training in martial arts, so that they were more than a match for both Jedi and Sith. Guardsman Lassicar personally executed six different Jedi and over two dozen Sith Lords throughout his career, as well as a highly trained team of agents from the Strategic Information Service—the Republic's covert intelligence agency. The reputation of the Guard was such that even the members of the Dark Council feared them, and throughout the Empire's history many Sith surrendered to the Guard rather than fight them when the Emperor's enforcers came to deliver their master's will. While the Guardsmen were not Force-sensitive, they could draw upon the Emperor's power to strengthen themselves if they were close enough to their master.

History

Protecting the Empire

\"What about Nyriss? What will the Emperor do to her?\"

\"She will be purged by the Imperial Guard. Along with her entire staff of followers.\"

- Scourge and Yarri

The Imperial Guard, also known as the Emperor's Guard or the Dark Honor Guard, were first created by the Sith Emperor sometime after the founding of the reconstituted Sith Empire in 4980 BBY, and by the year 3959 BBY the Guard were a common and feared sight on the Imperial capital of Dromund Kaas. Upon discovering the existence of the Empire, the Jedi Knights Revan and Malak attempted to infiltrate the Imperial Citadel and eliminate the Emperor, but the pair were unaware that the Guardsman whom they had convinced to help them was actually leading them into a trap. The Guardsman, a female Sith pureblood named Yarri, had already informed the Emperor of the forthcoming attack, and the Emperor easily defeated and corrupted the two Jedi when they confronted him, though Revan would later be redeemed by the Jedi Council.

In 3950 BBY, the Sith Lord Scourge alerted the Emperor to the existence of a conspiracy against him among the members of the Dark Council. As a result, the Emperor summoned the seven innocent members and two of the guilty Councilors to his chambers and killed them, while simultaneously dispatching the Imperial Guard to destroy the remaining three traitors and their power bases. The purge was utterly effective, as the highly trained Imperial Guard overran the defenses of the Councilors' estates and massacred everyone within—including Darth Nyriss and her two co-conspirators. Not long afterward, however, the Guard failed to stop Scourge, Revan, and Revan's allies Meetra Surik and T3-M4 from penetrating the heart of the Citadel, as the Sith Lord and the two powerful Jedi Masters caught the Guardsmen by surprise and battled their way into the Emperor's chambers. While the group's attack ultimately failed, it convinced the Emperor that he needed to take further precautions against death; he began to transfer his consciousness between host bodies, with the current host known as the Emperor's Voice.

After the spirit of the Sith Lord Naga Sadow was eliminated from Yavin 4 by the Emperor's agents around 3756 BBY, the Emperor took control of the moon, and the Guard established an academy there. The academy also served to protect the Temple of Sacrifice, a Sith structure that contained the Emperor's failsafe in case his Voice was slain. During the Great Galactic War with the Galactic Republic, the Imperial Guard continued to serve as protectors of the Imperial Citadel, and after the reclamation of Korriban from the Republic in 3681 BBY, the Guard became the Sith Academy's defenders as well. However, the Imperial Guard also oversaw the machinery and equipment in the depths of the Academy that the Emperor used to create his Children—individuals who were unknowing extensions of the Emperor's will— and the Guardsmen ensured that their master's plans were not interfered with.

Those Guardsmen who protected the Academy and the Dark Council's chambers there were known as the Dark Honor Guard, with Guardsmen such as the cyborg Naman Fal stationed there in the years after the Great War's end in 3653 BBY. Several Imperial Guardsmen also participated in the second Battle of Bothawui in 3671 BBY, where they fought alongside the Imperial Military under Grand Moff Zellos in an effort to destroy the deflector shield generator guarded by Jedi Master Belth Allusis and his small force of Republic defenders.

Waging war

\"It's extremely rare to see more than one at a time. As a unit, they've never been defeated and answer directly to the Emperor.\"

- General Aves

During the subsequent Cold War, the Guard continued to protect the Emperor and enforce his will, though as conflict began to break out again, members of the Guard were deployed across the galaxy to enact the Emperor's commands. During the galactic conflict, a number of Guardsmen were also Sith Lords; Xoc'dal, Xheoch Den, Djanistak, Chanigresh, Feldrax Kar, Toreshi Xach, Sendesh Xaq, and Doshcra Vael all wielded two lightsabers in combat and served as high-ranking commanders of Imperial forces throughout the galaxy. Several Guardsmen under the leadership of Lassicar were sent to the icy planet of Hoth around 3642 BBY in order to stop the Jedi Knight known as the Hero of Tython from recovering the plans for the Emperor's Fortress, though their initial efforts were foiled by the Knight and the soldiers of the Republic's 301st Infantry. The mission would end in failure when Lassicar and the remaining Guardsmen were killed in battle with the Knight in the ruins of the Star of Coruscant dreadnaught.

When the Knight boarded the Emperor's space station along with the rest of a Jedi strike team led by Master Tol Braga, Commander Trahg led his fellow Guardsmen and the Sithspawn known as Harrower assassins in a defense of the station. However, Trahg was killed along with many of his men by the Hero and the Jedi Knight Kira Carsen, and despite the efforts of the Guard, all of the Jedi reached the throne room—where the Emperor dominated their minds and corrupted them into his servants as he had done to Revan and Malak. The Hero broke free from the Emperor's control, however, and the Jedi was able to escape the station because the Guardsmen still believed the Knight to be a servant of the Emperor. As the Emperor orchestrated an Imperial assault on the Republic prison world of Belsavis, members of the Imperial Guard were sent on multiple missions to the planet. Commander Calum was ordered to retrieve the six Sith Lords known as the Dread Masters from their imprisonment, and Commander Vorel led an attempt to recover technology of the ancient Rakata species that had once inhabited the world.

The Imperial Guard also served in the Battle of Corellia, with Commander Tainor—the head of the Imperial Guard—directing his Guardsmen in aiding the Imperial offensive in the Axial Park district. General Hesker's forces aided Darth Decimus in the battle for Axial Park and the storming of the Enclave of Corellia's native Green Jedi, and Commander Jastal's forces battled the droid army of the Czerka Corporation in the Incorporation Islands district. Guardsmen Churnis and another Guardsmen were also assigned to Moff Alvon Zamar during his survey of Imperial resources on the Corellian battlefront, and several Guardsmen aided their Emperor's First Son and the Children of the Emperor in securing the fortress known as the Guardian Hold Four on Corellia.

Dozens of Guardsmen accompanied the Emperor to the Dark Temple on the outskirts of Dromund Kaas's Kaas City when the Hero of Tython embarked on a mission to confront the Sith ruler, and the warriors fought in vain to prevent the Jedi Knight from entering the Dark Temple. The Knight's companions engaged the Temple's defenders from multiple directions to draw them away from the Hero's path, though one of the attackers was pinned down in the access tunnels beneath the Temple until the Knight rescued them. Despite the Guard's efforts, the Emperor's Voice—his host body and the vessel for his consciousness and power in the Force—was struck down in battle, and the Emperor's essence retreated to Yavin 4. The commander of the academy there, Commandant Iven, was tasked by the Emperor and agents of the Emperor's Hand with the protection of the moon.

In the Emperor's absence

\"Invaders! Interlopers! This world is off limits! He told us from the start. Only the devoted! Only the purest! His orders, his command!\"

- A crazed Commandant Iven, after the Revanite invasion

The rogue Sith Lord Darth Malgus established his own New Imperial Guard when he declared his New Empire on Ilum shortly after the Emperor's defeat, choosing the Chagrian Chondrus Berani to lead his protectors. Some members of the New Guard wielded lightsabers in combat, unlike the true Imperial Guard, and the New Guard's armor featured darker hues and black markings to distinguish themselves from their counterparts in the Sith Empire. That insult, as well as Malgus' audacity to seize the Emperor's throne, drove the Imperial Guard to help battle the New Empire's forces on Ilum. However, the Guard gradually withdrew from Imperial affairs, and though it soon become public knowledge among the Empire's upper echelons that the Emperor sought to eradicate all life in the galaxy, the prospect of their death did not faze the Emperor's protectors.

Later in the war, the mad Force-user Revan and his fanatical Order of Revan invaded Yavin 4, as Revan sought to restore the Emperor to physical form in order to kill him permanently. The Guardsmen under Commandant Iven were nearly eradicated by the Revanite forces; the academy was left in ruins, and what little remained of Iven's sanity began to crumble in the face of his failure to prevent the Revanites from intruding on his master's sacred ground. A coalition of Imperial and Republic forces, united in their desire to prevent Revan from resurrecting the Emperor, discovered the academy and captured Iven, whose interrogation revealed the existent of a Sith artifact in the Temple of Sacrifice that could restore the Emperor's strength. By the year 3630 BBY, the Sith Empire maintained an \"Imperial Honor Guard,\" which repurposed both the name and the armor of the former Emperor's Imperial Guardsmen in the service of the Sith Empire.

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The Imperial Senate Sentinel has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage plus 7 (2d6) lightning damage.

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The intern is a 1st-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 4 tech points.

The

intern knows the following tech powers:

At will: electroshock, jet of flame, poison spray, ward

1st level: oil slick, smoke cloud

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The target must make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 3 (1d4+1) energy damage

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DesignationNon-sentient
Homeworld
Jakku

Steelpeckers were a non-sentient species of carrion bird native to the planet Jakku. They had beaks and talons that were tipped with iron; they fed mainly on metal, to which they were drawn by its magnetic signature. To digest the metal they consumed, Steelpeckers stored vanadium, osmiridium, and corundum in their gizzards. Named for their diet, these birds were useful commodities to scavengers, who collected their carcasses and guano.

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The steelpecker can pinpoint, by scent, the location of metal within 30 feet of it.

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The steelpecker has advantage on Wisdom (Perception) checks that rely on sight or smell.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The steelpecker devours any unenhanced metal object it attacks. If the object isn't being worn or carried, the attack destroys a 1-inch cube of it. If the object attacked is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object attacked is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The manager is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points.

he manager knows the following tech powers:(6th

level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame,

poison spray, ward

1st level: absorb energy, energy shield, tracer bolt

2nd level: mirror image, pyrotechnics, translocate

3rd level: diminish tech, explosion, tech override

4th level: corrosive sphere, kolto reserve, salvo

5th level: cryogenic spray, friendly fire, greater translocate

6th level: programmed illusion, security protocols

7th level: cage

8th level: scrambling field

9th level: invulnerability

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The manager has advantage on saving throws against tech powers.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 5 (1d6+2) sonic damage

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Force spirits were beings who gained immortality through the preservation of their consciousness after death. When lifeforms died, they became one with the Force. Through special training, however, deceased Force-sensitives could retain their identity and, therefore, communicate with the living. By achieving spiritual immortality, a person's physical form would vanish upon their death. This knowledge could be learned only by those who fully embraced the light side of the Force, such as the Jedi who lived by a code of selflessness and sacrifice. The followers of the dark side of the Force, such as the Sith, were incapable of learning this power. Before the Fall of the Republic, Jedi Master Qui-Gon Jinn learned the ability to become a Force spirit, but was killed by Darth Maul before he could complete his training. As a result, he could commune with the living only as a disembodied voice. Near the end of the Clone Wars, a conflict in which the Galactic Republic and Jedi Order were at war with the Separatists, Grand Master Yoda embarked on a spiritual journey that brought him to the planets Dagobah and Moraband—as well as the birthplace of the midi-chlorians—and ultimately learned how to retain his identity after death. This ability was also learned by Jedi Master Obi-Wan Kenobi during the rise of the Galactic Empire. Although Anakin Skywalker—a fallen Jedi Knight and the Chosen One of the Force—never received the training that allowed his mentors to become Force spirits, his redemption and sacrifice made it possible for his consciousness to be preserved after death by Kenobi and Yoda.

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The ghost has advantage on saving throws against Force Powers

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The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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The Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

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.

The ghost can creates a field with a 15ft radius. The ghost can designate any number of creatures it can see to be unaffected by the power. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage. The ghost must maintain concentration to keep the field up and is not able to take any other actions while active.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) psychic damage

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The Force Ghost can take the Help action to benefit any allied creature within a 20ft radius.

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The Jedi Ronin can move up to her speed without provoking opportunity attacks.

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The Jedi Ronin can cast an at-will force power.

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.

The Jedi Ronin makes one Saber attack.

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\"As I thought. Young. From the very last production line. Which means they were brought online after the purge, as an expendable death squad for the Inquisitorius.\"

- Ferren Barr, on the Purge Troopers

Organization type
Special forces

Leader(s)

  • Dark Lord of the Sith Darth Vader
  • Inquisitorius
HeadquartersFortress Inquisitorius, Nur
Sub-unit(s)
  • Bracca
  • Ilum
  • Kashyyyk
  • Mon Cala
  • Ontotho
  • Zeffo
Date foundedDuring or after 19 BBY

Affiliation

Galactic Empire (Inquisitorius)

Purge Troopers, also known as Purge Stormtroopers, were Imperial soldiers led by the Sith Lord Darth Vader and the Inquisitorius during the reign of the Galactic Empire assigned to hunt down any surviving Jedi. Trained as expendable death squads, they were activated after the Great Jedi Purge and subsequent termination of the cloning operation on Kamino, making them the last generation produced from the Jango Fett template. As with their precursors in the Grand Army of the Galactic Republic, Purge Troopers were programmed to obey Order 66, making them hostile against all Jedi.

In 18 BBY, Purge Troopers accompanied Darth Vader as well as the Sixth Brother, Ninth Sister, and Tenth Brother to the planet Mon Cala where they confronted Padawan Ferren Barr and his disciples. At some point, the clones which had made up Purge Trooper ranks were replaced by non-clones. Purge Troopers were also involved in the hunt for Cal Kestis, another Padawan of the fallen Jedi Order, during which they served under the Second Sister.

Purge Troopers were also assigned to guard the key locations of the Empire like Kashyyyk which housed a prison, that was later attacked by Cal Kestis with his crew and the unexpected help of Saw Gerrera, which had captured Wookiees from a resistance movement led by Chieftain Tarfful.

Description

\"I fought alongside the clones once, but now I know they are merely machines. Little better than droids. They must obey their programming. As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Purge Troopers

Purge Troopers were specialized Imperial soldiers who served the Inquisitorius, although some engaged their enemies without nearby support.[3] One group of Purge Troopers were clones from the final production line, and as such, were young human males. They served as a death squad for the Inquisitors and had a red tattoo on the right side of their faces and had no hair.

History

\"We barely survived the wave ourselves—lost two clones.\"

- The Sixth Brother, to Darth Vader

As part of the final production line of clones, the Purge Troopers were activated after the Great Jedi Purge and served as expendable death squads for the Galactic Empire's Inquisitorius, a group of Jedi hunters under the command of Sith Lord Darth Vader and Emperor Palpatine.

Occupation of Mon Cala

\"Kill the Jedi.\"

- The Purge Troopers turn on the Inquisitors under Ferren Barr's influence

In 18 BBY, the Purge Troopers accompanied the Inquisitors and Vader to Mon Cala in order to hunt down a possible Jedi who was allegedly advising King of Mon Cala Lee-Char. Using the Zeta-class shuttle Infernum, the squad touched down on a landing platform in Dac City. After the death of Ambassador Telvar, the Empire dispatched landing craft to Dac City under the command of Major Rantu, as well as landing craft throughout the world. Eventually, the Battle of Dac City commenced and the squad aided the Inquisitors in securing the platform, and then accompanied Vader and the Inquisitors to Dac City palace to capture King Lee-Char in order to uncover the location of the Jedi.

Two enormous creatures jumped from beneath the ocean's surface and crashed back down, unleashing a tidal wave that destroyed the city. At the palace, Vader and the Inquisitors used Force barrier in an attempt to stop the wave but were ultimately unsuccessful. Vader was separated from the others and the squad lost two members. The Inquisitors were able to regroup and requisition an Imperial submarine and rescued Vader from the Great Ungeness Trench as he defeated a large squid-like creature.

After Vader was rescued, the submarine headed to the cave where the Jedi, Padawan Ferren Barr, and his followers were located, and engaged each other just as Barr and his group were escaping. In the fight, which continued to Bel City, several members of Barr's group were killed and Vader left the group to find the king, while the squad and the Inquisitors continued. Barr, Verla, and Daren became trapped in an enclosed chamber. The Sixth Brother killed Daren with his lightsaber and the Tenth Brother told Barr and Verla that there was no escape. Although Verla was ready to face the Jedi hunters and the clones, Barr revealed he had another idea.

Barr informed the Inquisitors he knew who they were and mentioned their former names, Prosset Dibs, Bil Valen, and Masana Tide, and explained they were once Jedi. After the Ninth Sister retorted that they knew him as well and that their original names were dead, Barr countered, saying that the past didn't die and that he studied how Sidious manipulated the galaxy, including the role clones, had, and unmasked the clones, revealing their faces. Barr continued, as he then knew he was correct when he thought that the clones were from the last production line and were activated after the Jedi Purge. When the Sixth Brother stated that the past did not matter, Barr retorted, saying that once someone was a Jedi, they were always a Jedi, and used the Force to command the squad to execute Order 66.

The young clones, in accordance with their programming opened fire on the three Inquisitors despite their protests. The Tenth Brother was almost immediately gunned down, while Barr and Verla escaped. Ninth Sister and Sixth Brother used the Force to push the clones out of the way so they could pursue Barr. However, Sixth Brother sliced off Ninth sister's leg to buy him time for his escape. He wished her good luck, and slyly remarked that she was always his favorite. Enraged, Ninth Sister told him he was dead and his actions wouldn't stop her. As the battle came to an end, only one Purge Trooper survived the chaos and sat amongst his fallen brothers.

Hunting Cal Kestis

\"A Jedi. This is what I've trained for.\"

- A Purge Trooper confronts Cal Kestis on Kashyyyk

Five years into the Jedi Purge, Purge Troopers accompanied the Second Sister and Ninth Sister to Bracca in search of a Jedi, who turned out to be a Padawan named Cal Kestis. At least two of them were based at an Imperial Refinery on Kashyyyk when Kestis infiltrated the compound along with Saw Gerrera and the Partisans. One of them fought off two rebels before confronting the Padawan, but was killed in the fight. Another was later attacked by Kestis while consulting a scout trooper and was also defeated.

Equipment

\"Never seen a trooper like that before.\"

- Saw Gerrera

Every member was equipped with black and red phase II clone paratrooper armor that was lightsaber-resistant. The armor included several silver and/or red designs and a black helmet alike to that of clone paratroopers. Commanders wore red pauldrons while other troopers either wore black pauldrons, grey ones or did not wear one depending on their rank or specialty. The pauldron was worn over the right shoulder. Most troopers also wore kamas with commanders having red sections on them but some members did not wear one. Furthermore, some members had bandoliers wrapped around the left shoulder. Every member had the Imperial crest on both shoulder pads, either in red (usually for commanders) or in white (for other ranks).

For ranged weaponry, they were equipped with DC-15 blaster rifles, DC-15LEs, DC-15A blaster carbines or E-11 blaster rifles. In close quarters combat, they utilized electrostaffs, electrobatons or electrohammers.

To carry out their duties, Purge Troopers made use of Zeta-class shuttles, TIE/rp Reaper attack landers and LAAT/le gunships.

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The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

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The trooper has advantage on saving throws against Force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MzA4OThlMWY2YzUz","flags":{},"name":"Surprise Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/046_-_Purge_Trooper/avatar.webp","data":{"description":{"value":"

If the trooper surprises a creature and hits it with an attack during the first round of combat , the target takes an extra 7 (2d6) damage from the attack.

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.

The trooper makes two melee or three ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MzVkMzY0YzM1NmYz","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/046_-_Purge_Trooper/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"Y2JiM2JlYzA2ZTIx","flags":{},"name":"Electrostaff","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/046_-_Purge_Trooper/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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.

The trooper makes one ranged attack against every enemy within 10 feet of a point it can see.

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Aiwhas, also called air whales, were a non-sentient species of winged cetaceans native to the planet Kamino. They were used as mounts by the Kaminoans.

DesignationNon-sentient
Classification

Cetacean

HomeworldKamino
Habitat

Ocean

DietKrill

Biology and appearance

\"That uniform suits you about as well as a hat on an aiwha.\"

- Kan Be to Terex

Massive, winged cetaceans, the aiwha were native to both the oceans and skies of the planet Kamino, capable of both swimming and flying using their wingtips to propel them through either substance. Their long, beak-like mouths featured a baleen used for filtering krill from seawater. The non-sentient species, one of a wide variety of aquatic life on Kamino, was also known as the \"air whale\", and were a peaceful and majestic species. Aiwha gave out bleating cries when dying.


History

\"We've got to stop meeting like this, my friend.\" 

- Obi-Wan Kenobi, saved by an Aiwha for the second time

When the climate of Kamino changed drastically, leading to planet-wide flooding when the ice caps melted, the native Kaminoans adapted both themselves and some of their fellow creatures to their new environment. The aiwhas were among those who were adapted using the Kaminoans' advanced cloning technologies, and became biological curiosities used as mounts to traverse Kamino's endless ocean. The Kaminoans used aiwhas as mounts, although aiwha-riders traveled beneath the waters during the lashing tempests of the severe electrical storms which raged for much of the planet's year.

During the Battle of Kamino, Jedi Master Obi-Wan Kenobi hitched a ride on an aiwha while investigating the planet's Separatist attackers, and was rescued twice during the battle by the creatures. During the search for the rogue clone trooper CT-5555 (\"Fives\"), teams rode atop aiwhas to track down the fugitive.

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If the aiwha is flying and dives at least 30 feet straight toward a target and then hits it with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

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The aiwha can't use its blindsight while deafened.

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The aiwha can hold its breath for 30 minutes.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air.

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes two weapon attacks.

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Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes three attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 15 (2d8+6) kinetic damage.

The target is grappled.

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The killik tears apart a grappled opponent. A grappled creature must make a DC 17 Strength saving throw. On a failure, the creature takes 24 (4d8+6) kinetic damage and is stunned until the end of the killik's next turn. On a success, the creature takes normal weapon damage.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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If the Jedi rebel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi rebel is a 8th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 38 force points.

The

Jedi rebel knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: battle precognition, burst of speed, force jump,

heal, project

2nd-level: battle meditation, force confusion, force throw,

phasewalk, stun

3rd-level: knight speed, sever force telekinetic storm

4th-level: freedom of movement, mind trap

5th-level: telekinesis

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The Jedi rebel’s attacks are enhanced by its precision and the force, adding an extra 1d6 to its weapon attacks (already included).

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The Jedi has advantage on saving throws against force powers and effects.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Jedi rebel makes three melee attacks or three ranged attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) energy damage

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Melee Weapon Attack +7, Reach 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

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\"There's assassin probes down here!\"

- Anakin Skywalker

ManufacturerTechno Union
ClassAssassin droid
Degree4th degree droid
Sensor colorRed
Plating colorGray

The SD-K4 assassin droid, also known as the assassin probe, was a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

Characteristics

A fourth class droid, the SD-K4 assassin droid was designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes moved quietly on eight razored legs they could use to lurk silently in for the kill. They were equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 could release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.

History

Manufactured by the Techno Union, SD-K4 assassin droids were used by the Confederacy of Independent Systems during the Clone Wars. As the Galactic Republic's highest echelons began disappearing, it suspected the use of assassin probes. In the year 21 BBY, Tal Merrik, senator of Kalevala and a secret Death Watch sympathizer, smuggled three SD-K4s aboard the spaceliner Coronet to assassinate Satine Kryze, duchess of Mandalore. However, the trio and their probe killers were destroyed before they could eliminate their target, though not before killing several of her clone trooper security detail.

After the Clone Wars, the Techno Union was absorbed by the Galactic Empire, who used their assassin probes during the Galactic Civil War. The Rebel Alliance also modified some for combat and provided them to Saponza's Gang.

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The swarm makes 4 leg slash attacks if it has more than half its hp, or 2 leg slash attacks if the swarm has less than or equal to half hp.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

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DesignationNon-sentient
ClassificationAvian
Feather color
  • Blue
  • Red
  • Green
Eye colorBlue
Distinctions

Four legs

Homeworld
  • Ord Mantell
  • Alderaan

Flutterplumes were feathered carrion-eaters native to the planet of Ord Mantell that also had a sizable population on Alderaan. The enormous scavenger bird was noted for its impressive hook-like beak and four sets of curled talons that it used to tear apart and consume rotting carcasses. Its beautiful feathers were also valued as good luck charms. An abundant supply of fresh battlefield kills attracted flocks of these carrion eaters and there were stories of wounded men unable to defend themselves being eaten by the hungry winged predators. Flutterplumes hunted in flocks of three or four, gliding on the thermal currents that blew across the Scraplands north of Worlport.

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The flutterplume has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The flutterplume has advantage on an attack roll against a creature if at least one of the flutterplume's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The tactician can attempt to hide even when obscured only by a creature its size or larger.

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The tactician can take the Disengage or Hide action as a bonus action on each of its turns.

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The tactician can take a second reaction each round. It can only take one reaction per turn.

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As a bonus action the Tactician can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following benefits:

After analyzing a hostile creature, the tactician can use its Intelligence modifier instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the tactician's Critical Analysis on them (no action required). The target then gains a +5 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes.

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When the tactician hits a target with an attack, it can attempt to drive the target back. The attack does an additional 1d10 weapon damage. The target must make a DC 16 Strength saving throw or be pushed 15 feet away from the Tactician.

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When the tactician hits a target with an attack, it can attempt to to knock the target down. The attack does an additional 1d10 weapon damage. If the target is Large or smaller, it must make a DC 16 Strength saving throw or be knocked prone.

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The tactician is able to utilize the following discoveries:

Mental Prowess. The tactician is able to use its Intelligence modifier to make or escape a grapple check.

Hardened Mind. The tactician has advantage on saving throws against illusions or on checks to discern illusions from reality.

Targeted Analysis. Attack rolls against the target of the tactician's critical analysis cannot suffer from disadvantage.

Firing Command. As a bonus action, the tactician can take the Help action. Additionally, when it takes the Help action, it has a range of 30 feet instead of touch.

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Once per round, when the creature that is the target of the tactician's critical analysis is attacked by a creature other than the tactician, the tactician can use its reaction to make one weapon attack against the critical analysis target.

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Once per a turn, when a creature misses the tactician with an attack, the tactician can use its reaction to make a melee weapon attack against the creature. If the attack hits, the target suffers the attack's normal damage and an addition 1d10 weapon damage.

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Ranged Weapon Attack +7, Range 150/600 ft., One target. Hit : 10 (1d12+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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ClassificationRodent
Homeworld

Yavin 4

HabitatJungle

Stintarils were a species of rapacious rodents that were native to the moon Yavin 4, and dwelt in the mid-to-upper levels of the jungle canopy.

The Stintarils had sharp teeth that could easily puncture and hold on to prey, and a knobby hairless tail that was used for balance. These rodents attacked in swarms, being known for their great speed. Their prey mainly consisted of woolamanders and whisper birds. The species was nomadic and, as such, were constantly on the move; even their young, born in litters of four or five, were born in transit.

The metabolism of the stintaril was extremely high, and they had to eat often or risk starving to death within a few hours. Hungry stintarils were known to turn on their own kind as a last resort, cannibalizing the weaker among them in order to survive.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stintarils. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on sight and smell.

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 7 (2d6) kinetic damage

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 3 (1d6) kinetic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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When a creature hits the mad scientist with a melee attack, it takes 1d6 acid damage.

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The mad scientist's mind is harmful to any who touch it, if the mad scientist is forced to make an intelligence, wisdom, or charisma saving throw from a force power the caster is forced to make a DC 20 Intelligence saving throw or be a\u0000ected by force confusion for 1 minute.

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The chief o\u0000cer has advantage on saving throws against tech powers.

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The mad scientist is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points.

The chief o􀃞cer knows the following tech

powers:(6th level and above powers are usable 1/day)

At will: electrical burst, electroshock, jet of flame, poison

spray, ward

1st level: absorb energy, cryogenic blast, energy shield, oil

slick, smoke cloud

2nd level: darkvision, mirror image, pyrotechnics, shatter

3rd level: dimish tech, explosion, sending, tech override

4th level: ballistic shield, holding cell, kolto reserve

5th level: cryogenic spray, friendly fire, shutdown

6th level: disintegrate, kolto infusion

7th level: tactical superiority

8th level: incendiary cloud

9th level: invulnerability

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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.

The mad scinetist makes three Electrobaton attacks.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The target has to make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

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.

Each creature within 30 feet of the mad scientist must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes aff\u0000ected as if by force confusion for 1 minute. At the end of each of its turns, an a\u0000ffected creature takes 4 psychic damage and repeats this save, ending the eff\u0000ect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000}]} +{"_id":"vE9lhCgHtAdQBYAH","name":"**First Order Warlord","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"20","min":0,"formula":"unarmored defense"},"hp":{"value":207,"min":0,"max":207,"temp":0,"tempmax":0,"formula":"19d8+114"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":7,"powerdc":15,"powerLevel":0,"bar1":{"value":207,"min":0,"max":207},"bar2":{"value":20,"min":0,"max":0}},"details":{"biography":{"value":"

\"With the blood of a scoundrel and a princess in his veins, his defiance will shake the stars.\"

- Landonis Balthazar Calrissian

Kylo Ren

Ben Solo was a Force-sensitive human male Jedi who, after falling to the dark side of the Force, eventually renounced his adopted persona of Kylo Ren and was redeemed. During the New Republic Era, he conquered much of the galaxy as Supreme Leader of the First Order and master of the Knights of Ren. The blood of the most powerful Jedi and Sith flowed through his veins, granting him raw strength in the Force. Ren embodied the teachings of both sides, creating much conflict within him, yet it was through discord that he derived power, and he learned to channel his anger into strength. Ultimately, Ren sought to build an immunity to the light side of the Force and destroy the last remnants of the Jedi Order, fulfilling the legacy of his grandfather—the Sith Lord Darth Vader. The man who became known as the \"Jedi Killer\" was born on the planet Chandrila in 5 ABY, when the Galactic Empire surrendered to the New Republic. The son of General Han Solo and Princess Leia Organa, Ben Solo was trained by his uncle, Jedi Master Luke Skywalker. After Solo's destruction of Skywalker's Jedi temple, Solo renounced his family and assumed the identity of Kylo Ren, becoming a First Order warlord and the apprentice of Supreme Leader Snoke. Ren's descent into darkness was marked by the massacre of civilians and the murder of his father, but the act of patricide failed to end his inner turmoil. Believing he was destined to rule the galaxy, Ren assassinated Snoke and usurped the position of Supreme Leader, seizing both military and political control of the First Order. It was not a complete victory for him, however, as Rey, a Jedi apprentice whom he was growing close to, rejected his offer to rule beside him. Though they were sworn enemies, Ren and Rey shared a unique bond with each other, making them part of a prophesied dyad in the Force. Supreme Leader Ren prioritized the destruction of the Resistance and the capture of Rey, viewing both as obstacles in his path to complete domination. The war came to a head in 35 ABY with the return of the Sith Lord Darth Sidious, who urged Ren to become the new Emperor by killing Rey. However, the persona of Kylo Ren ceased to exist after his mother died, allowing him to regain his former identity as Ben Solo. After the battle on Exegol, Solo sacrificed himself to revive Rey, and the two shared a kiss before he vanished into the Force as the last of the Skywalker bloodline.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (human)","environment":"","cr":21,"powerLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 18","languages":{"value":[],"custom":"Galactic Basic, Shyriiwook, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":21,"prof":7,"total":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":22,"prof":7,"total":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":18,"prof":7,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","token":{"flags":{},"name":"First Order Warlord","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"vE9lhCgHtAdQBYAH","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":207,"max":207},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDMwN2IwZmM2MGNh","flags":{},"name":"Disarming Strike (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

When the Warlord hits on an attack he can try to disarm the target. The Warlord adds 1d8 to the damage and the target must succeed a DC 21 Strength saving throw or drop the item they are holding.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OGQyMzE5MjhiN2Fm","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

The Warlord is a 15th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 45 force points).

The Warlord

knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect,

saber throw, sonic charge

1st level: burst of speed, fear, force jump, force propel, phase

strike, slow descent

2nd level: coerce mind, force throw, phasewalk

3rd level: choke, dark aura, force repulse, knight speed, sever

force

4th level: dominate beast

5th level: dominate mind, telekinesis, improved phase strike

6th level: crush, rage, telekinetic burst

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZmJjZDQwNTU3MzBk","flags":{},"name":"Great Weapon Fighting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

The Warlord can reroll a 1 or 2 on a damage die for a melee attack. The Warlord must use the new roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"N2RjMDliMDg0NmVj","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

When Warlord fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OTYyYmFkYzcxNzdl","flags":{},"name":"Reckless","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

At the start of its turn, the Warlord can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Y2FhOTU1MzI0ZWU3","flags":{},"name":"Relentless (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

If the Warlord takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NWVkNDcyOTNiMmQx","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, the Warlord adds his Constitution modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NWNjYjUzNzg1NGRm","flags":{},"name":"Unstable Kyber Crystal","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

The Warlords greatsaber is able to bypass resistances and immunities to energy damage. The Warlord attacks score a critical on a roll of 18-20.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YmFkNjJmMzBlNmI3","flags":{},"name":"Force Immobilize","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

When the first Warlord is hit by a ranged attack, before damage is applied he can use his reaction to attempt to stop the attack. The Warlord rolls 1d20+12. If the result is greater than or equal to the initial attack, the Warlord can stop the projectile in an open space between the target and himself. The Warlord can then use a bonus action on his turn to unfreeze or redirect the projectile.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MmM0YTk1ZTgzMzBj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When the Warlord makes three greatsaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NDRjODgxYTBmZWYy","flags":{},"name":"Greatsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 7 (2d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"],["2d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"YjhjYmQ0YWM3NjI0","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

.

The Warlord can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NGI4ODU1OWQ2NmNi","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

.

The Warlord can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NTA5NDk1ZTMxYTFm","flags":{},"name":"Greatsaber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

.

The Warlord makes one Greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000}]} +{"_id":"vGz0mC3yT5ECAp8q","name":"**Jensaarai Defender","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"Jensaarai enhanced armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

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The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 8 anytime it is damaged.

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The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks level 9 caster 36 points).

It can innately cast the following

Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

3rd level: telekinetic storm, sever force, knight speed

4th level: improved force camouflage

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jensaarai makes two attacks with its Martial lightsaber and one Ballistakinesis attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (1d10+5) energy damage

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.

The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 16 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

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DesignationNon-sentient
Average Height1 meter
Homeworld

Dantooine

Kath hounds were about the size of a large dog, fur-covered, and each limb ended in four hoofed digits. They were generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, were also popular pets on Coruscant.

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, Revan encountered one of these on his exploration on Dantooine.

When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.

It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hounds were knocked out this way.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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\"What, were you celebrating early? You smell like a cantina!\"

- Shad Jelavan to Zayne Carrick

A cantina, also known as a saloon, bar, or pub was a place where spacers, smugglers, and other denizens of the nearby area came to drink and play board and card games, such as pazaak or sabacc. Some cantinas had fighting rings. Cantinas were located on almost every major planet and were often a center of criminal activity such as smuggling and spice trading. They were typically located on smuggler-affiliated planets, such as Atzerri, Abregado-rae, Tatooine, Nar Shaddaa or Nal Hutta.

Atmosphere

Many cantinas provided live entertainment in the form of musicians and dancers. Gambling was also popular in these locales. The main attractions, however, were the beverages served by mixologists or automixers, and the opportunity to meet friends or business associates (illicit or otherwise).

Cantinas were generally poorly lit and crowded. They were dangerous centers of criminal activity, and it was not uncommon for patrons to be maimed or killed within the walls, without so much as a flinch from the staff or the other patrons.

Though most cantinas were open to everyone, many did not allow droids inside. Still other cantinas, such as the Jekk'Jekk Tarr on Nar Shaddaa, were designed only for aliens; the air consisted of fumes that were similar to the ones on their homeworlds, and therefore poisonous to Humans.

Staff

All cantinas employed at least one bartender. Chalmun's Spaceport Cantina had two bartenders: Wuher, who worked the day shift, and Ackmena, who worked at night. A serving staff of waiters and waitresses was often employed as well, and the bartender sometimes had an assistant or barmaid. In addition to the serving staff, most cantinas hired bouncers to handle the many drunk and disorderly patrons.

Some cantinas used MixRMastR robo-bartender droids as bartenders and other types of service droids to wait tables and handle the bar counter. The Kedorzhan Bar on Taris was run entirely by droids.

Many cantinas incorporated some type of entertainment, be it dancers or musicians. In some cantinas, female Twi'lek slaves danced on stages, while others used holograms. Bith musicians playing music, jizz for instance, were also popular entertainment. Some establishments employed both dancers and a band.

Layout

While layouts varied, cantinas typically included most of the same elements. Tables and chairs were generally scattered around the room, sometimes in the form of booths that were set into the walls for added privacy. Another element common to all cantinas was the bar. Often the bar was shaped like a long U, allowing the greatest number of patrons to be seated around it. In the center of the U-shape was the beverage dispenser, where the bartender made the drinks. At the back of the bar was usually a door leading to an office or other employee area.

Depending on the entertainment offered, a stage or bandstand could be against one wall for the performers. Often there would be a room off the main bar area with extra tables for playing pazaak or sabacc. Some cantinas also ran swoop races, in which case there would be a registration area and monitors for watching the races.

Additional areas in a cantina might include a VIP lounge—a room off the main bar area that was cordoned off for a particular group. The Upper City Cantina on the planet Taris had an area for watching and participating in dueling matches, and Zax the Hutt had established a bounty office in Javyar's Cantina.

The famous Jekk'Jekk Tarr, which exclusively served aliens who breathed fumes that were toxic to Humans, had four distinct chambers plus a VIP lounge. Each chamber was filled with a different type of gas, and was separated from the others by a small decontamination chamber. Despite the presence of a bartender, the Jekk'Jekk Tarr was primarily \"self-serve,\" with chemical dispensers located in convenient places around the room, primarily near the clusters of tables in the corners of the respective chambers.

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As a bonus action, the cantina brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The cantina brawl gains 7 (2d6) temporary hp for 1 minute.

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The cantina brawl can occupy another creature's space and vice versa, and the cantina brawl can move through any opening large enough for a medium humanoid. Except for Liquid Courage, the cantina brawl can't regain hp or gain temporary hp.

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The cantina brawl makes two melee attacks or two darts attacks.

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Excavation droids are class V droids built for breaking rock and removing dirt and debris from various sources including mines, construction sites, and demolition zones.

After the devastation of the Clone Wars, what was left of the Cato Neimoidian government decided to turn some of the Confederacy’s droid production power toward rebuilding their bridge cities. One of the droids manufactured under this initiative is the TaggeCo XK-V8 Excavation Droid, produced in partnership with TaggeCo specifically for use on Cato Neimoidia. The excavation droid has climbing claws and magnetic feet that allow it to work on the top and the underside of the planet’s bridge cities.

This spider-like droid resembles a massive arachnid with three-pronged claws at the end of each appendage. The droid’s underbelly bristles with tools, such as circular saws and arc welders. Atop the droid sit several large visual sensors, facing forward and glowing a faint blue color.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid can choose to deal double damage on a successful attack against one target provided it has climbed or jumped on its current turn.

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The droid counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Pelko bugs were small creatures that were covered in millions of microscopic barbs that delivered a paralytic, blistering toxin which could penetrate armor. They lived only beneath sands of the Valley of the Dark Lords on Korriban, and were attracted to Force-sensitives. They would stalk and swarm their prey in the darkness. The bug's attunement to the Force allowed them to determine if a creature was suitable prey, as Darth Bane found when exploring the Valley, in which they found he was too powerful and did not attack. The barbs were used in training sabers at the Sith Academy because of the toxin's effects, which mimicked the effects of losing a limb to a lightsaber.

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Melee Weapon Attack +9, Reach 0 ft., One target. Hit : 4 (2d4-1) kinetic damage.

The target must succeed on a DC 12 Constitution saving throw or take 2 poison damage and become paralyzed.

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\"It's those womp rats again. Are they trying to chew up all the cables on the planet or what?\" 

- Luke Skywalker, after shooting a womp rat

Classification

Rodent

Average lengthNot much bigger than two meters
Skin colorGray
Hair colorBlack
Eye colorYellow
HomeworldTatooine
HabitatDesert

Womp rats were creatures native to Tatooine, and were considered pests by local moisture farmers who hunted them for sport.

Biology and appearance

\"I used to bull's-eye womp rats in my T-16 back home. They're not much bigger than two meters.\" - Luke Skywalker

Native to Tatooine, the womp rat evolved to withstand harsh desert climates. A breed of rodent, they were considered hairy, monstrous pests. They had lumpish, gray skin with tufts of spiky black hair running along their backs. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Behavior

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. They lived in the Jawa Heights region and used Beggar's Canyon as their den, alongside the more fearsome krayt dragons. The smell of dead womp rats was known to attract krayts. Nesting in the desert, womp rats sometimes gathered in swarms to attack the inhabitants of Tatooine, and while these dangerous swarms were feared, inhabitants didn't hesitate to hunt the creatures for sport.

History

Womp rats evolved in the harsh desert climate of Tatooine, where they gathered in packs to attack locals. Tusken Raiders used womp rat tusks to decorate their clothing, and native dewbacks were known to eat the critters.

During the Clone Wars, when Anakin Skywalker was having trouble getting information out of Dr. Nuvo Vindi, Obi-Wan Kenobi told him to have patience, as there was \"more than one way to skin a womp rat.\"

While living on Tatooine, Luke Skywalker used his T-16 skyhopper to bulls-eye womp rats, blasting them with the vehicle's pneumatic projectile gun in the desert world's Jawa Heights region. Luke had the most hits on the monstrous pests of any of his group of friends on a skyhopper run through Beggar's Canyon. Shortly before the Battle of Yavin, when Col Takbright protested that the two-meter target on the Death Star was impossible to hit even for a computer, Skywalker countered that he used to \"bulls-eye\" womp rats that were not much bigger than two meters.

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The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.

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If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

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The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 9 anytime it is damaged.

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The Jensaarai’s Force casting ability is Wisdom (spell save DC 17, +9 to hit with power attacks caster, 44 points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

3rd level: telekinetic storm, sever force, knight speed

4th level: improved force camouflage

5th level: improved phasestrike, improved phasewalk, mass

animation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jensaarai makes three attacks with its Martial lightsaber and one Ballistakinesis attack.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage

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.

The Jensaarai calls upon the force to hurl small debris at targets within a 30ft cone. Each creature within the 30 foot cone must make a DC 17 Dexterity saving throw. A creature takes 6d8 kinetic damage on a failed save, or half as much as on a successful one.

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\"We're almost through. Bring in the flamethrowers.\"

―Jedi General Ki-Adi-Mundi, during the Second Battle of Geonosis

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Flame Trooper Corps)

Clone flametroopers were clone troopers of the flame trooper corps equipped with insulated armor and BT X-42 heavy flame projectors. Flame troopers under the command of Jedi General Ki-Adi-Mundi and Clone Commander CC-1993 \"Jet\" were highly effective against the Geonosians during the Second Battle of Geonosis.

For general information about troopers, see Trooper

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Each creature in a 30-foot cone must make a DC 13 Dexterity saving throw. A creature takes 13 (3d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +4, Reach 5ft., One target. Hit : 4 (1d4+2) kinetic damage

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DesignationPossibly semi-sentient or sentient
Average lengthSmall
Average massNot very heavy
Skin colorRadiating color at the touch
Distinctions
  • Conscious full body camouflage
  • Long snout forboring holes
  • Back spines cointaining a toxin
Homeworld
Fex
HabitatTrees
DietBrains

Fexian skullborers were the apex predators of the purple moon of Fex in the Sha Qarot system of the Deep Core, inhabiting the trees of the mostly unexplored moon. The species' name was derived from the method by which they fed, drilling holes into the skulls of their prey via their long snouts and feeding off the victims' brains. The skullborers would drop down from the trees of the moon and latch onto their prey with their six limbs ending in clawed fingers. The predators also had a natural, full body camouflage they used to maintain the element of surprise when they attacked, as well as back spines that contained toxins that would poison their prey if they attempted to remove the skullborers from their head.

The skullborers were first discovered and recorded shortly after the Battle of Yavin by a collection team of scientists sent to Fex by biotechnology company Kelen Biolabs. Unprepared to combat the skullborers when they attacked, three members of the collection crew were killed by the predators. Interested in harvesting the Skullborers for research on their toxins and boring physiology, the Biolabs sent a second collection crew to the planet with better armor and weapons. The crew managed to capture ten skullborers and return them to their starship the Harvester safely, but five of the creatures escaped from their containment and killed all but one of the second collection crew. Kelen Biolabs sent a third collection crew of Luke Skywalker and Nakari Kelen to the moon, who found the Harvester and killed the five escaped skullborers, despite their use of adaptive tactics to find the pair. Due to the intelligence the predators displayed in fighting the duo, Skywalker and Kelen believed the creatures possessed some level of sentience.

Biology and appearance

Fexian skullborers was the name assigned to a a species of possible semi-sentience or sentience. The skullborers were small in stature compared to a fully grown humanoid, and were very light in weight. The creatures had six spindly limbs, each with clawed fingers. The skullborers' central body had a neck forming a large skull, ringed with eight eyes evenly spaced across it. The skull also had a large snout protruding out that had an outer layer of skin with an inner, translucent feeding tube. Between the two layers of the snout was a ring of bone covered by a layer of crystalline with the hardness similar to diamond. The teeth ring was connected to a muscular system at the junction of the snout and skull that allowed to teeth to rotate, and were arranged at an angle to prevent the teeth from cutting the inner feeding tube. This would allow the skullborers to cut through a variety of tough substances to feed, including heavy armor and thick polycarbonate glass.

The skullborers had rigid and sharp spines on their back in four rows of four radiating to the sides that contained toxins that would poison anyone that touched the spines. They species also possessed an active full body camouflage that would hide them from the naked eye. The skullborers could consciously control this camouflage, but if the skullborers were unconscious or dead their camouflage would dissipate, revealing skin that would radiate color at the touch. Despite having light weight, thin bones, the skullborers' skeleton was very strong.

Behavior

The Fexian skullborers were native to Fex, the purple moon of the planet Sha Qarot in the system of the same name in the Deep Core. The species were the apex predators of the moon, feeding off the brain matter of their prey. The skullborers resided in Fex's tall trees, dropping on their prey from above, and latching onto their victim's head with their clawed fingers. The skullborers would place their snouts onto the skull of their prey and the rotating teeth of the predator would drill through the bone and any armor to reach their desired food. The predators utilized their camouflage shield them from view, as well as their vantage point in the trees to prevent their prey from smelling them, maintaining an element of surprise. The toxic spines on their back would poison their prey if the skullborers' target attempted to swipe the predators off their head.

The skullborers exhibited adaptable behavior to combat their prey and avoid capture, which conveyed some level of sentience. When captured and put in thick polycarbonate glass containers, a group of skullborers learned to bore through the glass using their teeth to escape. In a confined starship, the freed skullborers climbed to the ceiling of the ship to gain a vantage point to attack their captures. When on the attack, two of the skullborers could observe that their preys' hands, which had been used to kill other skullborers, needed to be neutralized before attacking their preys' heads. The skullborers also possibly demonstrated some level of self sacrifice for a tactical advantage. When two skullborers attacked Luke Skywalker, one jumped on top of another, impaling the superior skullborer on the spikes of the inferior one, but also shielding the skullborer from Skywalker's stun stick. Skywalker was not sure if the skullborer had intended to sacrifice itself, or if it had landed on its compatriot by happenstance.

History

By the time of the Galactic Civil War, the Fexian skullborers had evolved be so effective at their predation that most other large animals of Fex, predators and herbivores alike, had evolved to have thick, crystalline structures and horns covering their heads or highly armored body cavities to withdraw their head into. The Fexians skullborers and the Sha Qarot system overall remained undocumented by the greater galactic society until shortly after the Battle of Yavin when the biotechnology Kelen Biolabs discovered the system. Believing Fex to hold possible value for future medications and other biological utilities, Fayet Kelen, the owner of the Biolabs, dispatched a collection crew of scientists to Fex to survey and collect samples for study. Three of the crew's members, the Bith Priban, the Duros Hafner, and human member disembarked their starship the Harvester to more closely explore the ecosystem of Fex.

As the trio were walking under a canopy of trees, recording the trip with holocams installed in their helmets, a skullborer landed Priban's helmet and began to drill into his head. Priban grabbed his head out of reflex, stabbing himself with the skullborer's spikes and poisoning him in the process. Unable to see the creature due to its camouflage and unsure of what was happening, the other two scientists were unable to react before Priban fell motionless. The human was next to be attacked by a skullborer, and realizing that something was assaulting him, called for Hafner to shoot a stun blast at his head as well as Priban's. Hafner was not able to react in time and the human too fell to the ground. Hafner finally stunned the human's head and the skullborer on it, revealing the creature visually. Hafner began to inspect the predator's physiology, making the first documentation of the species with his holocam, until another skullborer fell on the Duros. Trying to protect himself, Hafner commed the Harvester to come pick him up and stunned his head, knocking out both him and the skullborer. However, the Harvester was too slow in retrieving the crew members, and all three had their brains eaten out when the skullborers awoke, retreating into the trees afterwards.

With the holorecordings from the three deceased scientists preserved, Kelen Biolabs was interested in capturing the skullborers to study the physiology of their boring snouts as well as the toxins in their back spines. The company sent a second crew of five to Fex better equipped with stun sticks and heavier armored helmets aboard the Harvester. The second crew managed to successfully contain ten skullborers and bring them back aboard the ship. However, five of the skullborers were able to escape the polycarbonate glass containers the crew had imprisoned the predators in by boring through them. The crew, having taken their armor off by under the false guise of safety in their own ship, were caught unprepared when the skullborer's attacked them. All but one of the crew members were killed, the last man managed to lock himself in one of the ship's quarters to prevent the skullborers from attacking him.

Having lost contact with the second crew, Fayet Kelen hired two human Rebel operatives, the prospective Jedi Luke Skywalker and Fayet's daughter Nakari Kelen, to go to Fex as a third collection crew as well as return the Harvester and its crew. The senior Kelen gave to two stun sticks and a prototype head armor even heavier than what the second collection crew had, as well as the recording of the first crew's encounter with the skullborers. Upon reaching the moon, the pair tracked down the Harvester and began to inspect its interior. The five escaped skullborers were residing in cluster of wires and tubes on the ceiling of the ship's medical bay, and when Skywalker entered the room one of the predators jumped onto his helmet. The pilot quickly stunned the skullborer using his stick, toppling to the floor in the process. Two more skullborers then jumped on Skywalker's visor, a weak point in the helmet's design, with one skullborer landing on top of the other. While the top skullborer was killed by the other's back spikes, the lower skullborer was shielded from Skywalker's stun baton.

In desperation the young Jedi shot a blaster bolt across his visor, incinerating the skullborers. Kelen entered the room and shot the skullborer Skywalker had stunned. The two remaining skullborers on the ceiling, having witnessed the two humans kill the other skullborers using their hands, changed their tactics and attacked Kelen's hands. Kelen quickly reacted, killing the skullborers in rapid succession. The pair collected the corpses of the five dead skullborers along with the five skullborers that had remained in their glass containers, and returned to the planet Pasher, the base of Kelen Biolabs, with the Harvester and the lone survivor of the second crew in tow. Upon arrival, Nakari Kelen reported to her father that, due to adaptable behavior the skullborers had demonstrated in escaping the previous crew and attacking the duo, they believed the skullborers were sentient in some form.

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If the skullborer drops on to target from above and hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 14 (4d6). If the skullborer misses, it takes half normal falling damage for distance fallen.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZjFhNDc1OWMxMzJj","flags":{},"name":"Poisonous Skin","type":"feat","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

Any creature that grapples the skullborer or otherwise comes into direct contact with the skullborer's skin must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YWExM2FhZTI3NjVk","flags":{},"name":"Superior Camouflage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

The skullborer can turn invisible as an action or bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"M2I4ZjI0NzI4NGY0","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage.

If the target is Medium or smaller, it is grappled (escape DC 14) and must succeed on a DC 14 Constitution saving throw or be stunned until this grapple ends.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"N2VlZWUyYzRiNGI3","flags":{},"name":"Extract Brain","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One incapacitated humanoid grappled by the skullborer. Hit : 36 (8d8) kinetic damage.

If this damage reduces the target to 0 hit points, the skullborer kills the target by extracting and devouring its brain.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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.

The trandoshan makes two ranged weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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\"Still resisting? Unwise.\"

- A KX-series security droid

ManufacturerArakyd Industries
ClassSecurity droid
Degree4th degree droid
Cost50.000 credits

KX-series security droids, also referred to as enforcer droids,[6] were a model of security droid manufactured by Arakyd Industries that was in service to the Galactic Empire during the Galactic Civil War.

Description

\"KX droids have a long range of combat capabilities, excellent probability analysis algorithms, and direct access to the Imperial datanet.\"

- R0-GR

Arakyd Industries KX series Enforcer droids came equipped with a built-in comm package, recharge port, and a computer interface arm that allowed them to connect with standard communication frequencies for areas they were assigned to. The Imperial crest was imprinted on the side of each shoulder, one of which could be emblazoned in gold if the droid had received an enhanced status. The droids were designed with exaggerated human proportions but with the mobility of a human athlete. They were able to operate a variety or tools and equipment and can carry gear without becoming exhausted.

While the Imperial Senate had prohibited the creation of battle droids, Arakyd was able to use a loophole in the law by marketing the KX-series as \"security droids.\" They were programmed without the standard restriction against harming organic sentient lifeforms.

The KX-series droids were programmed to speak and interact with people, but were not as proficient at it as protocol droids were. They could handle a wide range of tasks, including escorting dignitaries, protecting important people and defending Imperial installations. The droids were also programmed to recognize and defer to Imperial Military officers ranked Lieutenant or higher.

History

The droids were deployed as early as 14 BBY to guard Imperial installations, such as the Imperial Refinery or the mining headquarters on Ilum.

During the Galactic Civil War, they were present on both Jedha and the Imperial facility on Scarif. K-2SO and K-4D8 were examples of these droids.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa deals double damage to objects and structures.

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The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor makes two attacks: one with its claws, and one with its bite.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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A carnivorous plant was a plant native to the swamps of Naboo. Standing taller than four meters, the carnivorous plants grew together in \"forests\" of each other, attempting to devour any animal unfortunate enough to get to close to them, including sentient beings. They had four yellow leaves and a mouth on top of a stalk.

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Any unenhanced weapon made of metal that hits the plant corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. The plant can eat through 2-inch-thick, unenhanced metal in 1 round.

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While the plant remains motionless, it is indistinguishable from a normal plant.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage plus 7 (2d6) acid damage

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

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If the Bendu moves at least 10 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 17 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

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The Bendu’s attacks are considered enhanced.

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The Bendu’s forceasting ability is Wisdom (force save DC 22). It can innately cast the

following force powers:

At will: force push/pull, force sight, force throw, sense

emotion, sense force, sever force

3/day each: force repulse, force project, force suppression,

sanctuary, telekinesis

1/day each: earthquake, force storm, improved force

camouflage, mass animation, precognition

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If the Bendu fails a saving throw, it can choose to succeed instead.

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The Bendu is immune to force powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other force powers and force effects.

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The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

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.

The Bendu makes two claw attacks and one horn attack, or it casts one force power and makes a claw attack.

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Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage

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Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 28 (4d10+6) kinetic damage

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The Bendu teleports up to 120 feet to an unoccupied space it can see.

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The Bendu calls a bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point it can see within 60 feet. All creatures within 20 feet of the target point must make a DC 22 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a successful one.

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The bendu makes a claw attack.

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The Bendu uses its teleport action.

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The Bendu casts an at will force power.

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The Galactic Senator can use her Intelligence modifier instead of Dexterity for attack and damage rolls against one creature per turn.

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As a bonus action, the Senator can grant an ally a +7 bonus that can be applied to the next attack roll, ability check, or saving throw that the target makes.

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The Galactic Senator can use an action to bolster the resolve of one of an ally. Choose an ally who can see or hear her within 30 feet of the Senator. The ally can add +7 to every damage roll they make until the start of the Senator's next turn.

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The Galactic Senator may use a bonus action to call her allies towards her. The Galactic Senator chooses up to 7 creatures that she can see within 60 ft. They can use their reaction to immediately move directly towards her up to their movement speed. This movement does not provoke opportunity attacks.

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When the Galactic Senator fails a saving throw, she can choose to succeed instead.

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The Galactic Senator can take two reactions each round. She can only take one reaction per turn.

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When the Galactic Senator hits a creature with a weapon attack, she can use her reaction to issue a one-word command to a creature who can see or hear her. Add 1d10 to the attack’s damage roll, and the target must succeed on a DC 19 Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

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When a creature makes an attack roll against the Galactic Senator, she can use her reaction to command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll 1d10 and add the result to the ally’s attack roll.

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When the Galactic Senator makes three weapon attacks.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 17 (3d8+4) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

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The Galactic Senator suggests a reasonable-sounding and simple course of action to influence a creature she can see within range that can hear and understand her. The target must succeed at a Wisdom saving throw (DC 19) or become charmed, pursuing the course of action to the best of its ability. The course of action ends after the sooner of 24 hours or upon completion. If the Senator or any of her companions damage the target, the effect ends.

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Ugnaught

Diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls, Ugnaughts are considered one of the hardest-working species in the galaxy. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reach up to more than 200 standard years. They notably ate genteslugs. Ugnaughts evolved on Gentes, a planet located in the Anoat sector of the Outer Rim Territories. However, throughout history, many were sold into slavery and taken to new worlds to work as slaves or indentured servants. 

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok warrior has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok warrior can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok warrior has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The ewok warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 3 (1d6) poison damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","kinetic"],["1d6","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"NmQ0MTIxOGVkNDE3","flags":{},"name":"Wooden Spear","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/303_-_Ewok_Warrior/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage plus 3 (1d6) poison damage

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Zakkegs are rare alpha-predators indigenous to Dxun. Huge, armored quadrupeds, they are solitary and territorial. Even Mandalorians are impressed by someone who kills a Zakkeg, and one could gain great honor for proving one's success. They prey upon most creatures which they can catch, including cannoks, maalraas and even bomas.

Popular Culture. Zakkegs are known for being crafty\nand stubborn. The mercenary Saponza compared the\nTusken Raider known as the Jundland General to a\nzakkeg after discovering that he had several heavily\nfortied bases. Associates of the smuggler Liana Kor\ndescribed her as being as \"stubborn as a zakkeg, and\ntwice as mean.\" 

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The zakkeg has advantage on Wisdom (Perception) checks that rely on smell.

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Any creature that grapples the zakkeg takes 4 (1d8) kinetic damage at the end of its turn.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 16 (2d10+5) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok assault gunner has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok assault gunner can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok assault gunner has advantage on an attack roll against a creature if at least one of the gunner's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The ewok assault gunner has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The Ewok Assault Gunner makes two spear attacks or two assault cannon attacks.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage plus 3 (1d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The ewok sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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The acolyte is a 1st-level forcecaster. Its forcecasting ability is Charisma (power save DC 12, +4 to hit with force attacks) and it has 6 force points.

The acolyte knows the following force powers:

At-will: denounce, force push/pull, saber reflect, saber ward

1st-level: cloud mind, slow

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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\"Observation: This cave is infested with shyracks, a species of easy-to-kill winged pests. They shall prove useful for testing my blaster accuracy ratio.\"

- HK-47

DesignationNon-sentient
Habitat

Caves

Homeworld
Korriban

Shyracks were large, bat-like avian creatures with razor like teeth native to the caves of Korriban.

Biology and appearance

These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks were potentially dangerous pests, especially when they converged as a flock on an intruder. They were native to the Shyrack cave of Korriban and were natural rivals to the feared Tuk'ata.

History

Revan encountered numerous shyracks while exploring the tombs in the Valley of the Dark Lords, where he helped rescue rebellious Sith students who fled the academy into the caves after refusing to kill Dreshdae civilians.

Meetra Surik discovered the tomb of Ludo Kressh within the very same cave, albeit deeper and farther into the mountain than Revan ventured.

By the time of the Cold War, they were still a dominant species inside the tombs now developed into various types.

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The Shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small shyrack. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 9 (2d8) kinetic damage

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 4 (1d8) kinetic damage

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\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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On each of her turns, the Mistryl can use a bonus action to take the Dash, Disengage, or Hide action.

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The Mistryl deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.

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The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.

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The Mistryl makes three melee weapon attacks or three ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 6 (1d4+4) kinetic damage

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NjQ4MTVmMzE2OTI1","flags":{},"name":"Consumption","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 21 (6d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 24 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 24 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to 1 huge creature, two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZTA0ODE1NmFkMjkz","flags":{},"name":"Enhanced Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal's attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZGM0MmJiOTQ0NzUw","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZTZjMTNmODAxMmY1","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

If Mnggal-Mnggal fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YTBhNmVmZGU0YTBl","flags":{},"name":"Regeneration","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal regenerates 20 hitpoints at the start of it's turn, as long as it has 1 hit point.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZDBhMDg1ODNlZWEz","flags":{},"name":"Spider-climb","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ODZjYWU0YTZlOGI4","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

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Melee Weapon Attack +16, Reach 50 ft., One target. Hit : 24 (3d10+8) kinetic damage plus 14 (4d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 24). A grappled target takes 14 (4d6) acid damage at the start of its turn.

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.

Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30ft. cone in any direction from its space. All creatures in the area must make a DC 20 Dexterity saving throw or take 22 (4d10) acid damage on a failed save. A target that failed the save must make a DC 23 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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.

Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 24 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (3d8+8) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

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.

Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 23 constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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.

Mnggal-Mnggal moves up to its speed.

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.

Mnggal-Mnggal makes a Pseudopod attack.

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.

Mnggal-Mnggal uses its Engulf attack.

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Darth Tyranus

Dooku, a Force-sensitive human male, was a Jedi Master that fell to the dark side of the Force and became the Dark Lord of the Sith Darth Tyranus during the final years of the Galactic Republic. After leaving the Jedi Order, he claimed the title Count of Serenno and, during the Clone Wars, served as Head of State of the Confederacy of Independent Systems. He was the second apprentice of Darth Sidious, the Dark Lord of the Sith whose plan to conquer the galaxy relied on Dooku leading a pan-galactic secessionist movement against the Republic. As such, Dooku immersed himself in the dark side and worked tirelessly to advance his master's plans.


Born in 102 BBY, Dooku learned the Jedi arts as the Padawan of Yoda, the legendary Grand Master of the Jedi Order. A political idealist, the corruption in the Galactic Senate—as well as the traditions of the Jedi—disillusioned him, causing Dooku to voluntarily leave the Order and return to his homeworld where he reclaimed his title and heritage as a nobleman. His former peers believed his decision was misguided but still held him in high esteem. Unknown to the Jedi, however, Dooku not only renounced their ways but his commitment to the light side of the Force as well. Having sworn his allegiance to Darth Sidious, Dooku became the Dark Lord's apprentice and adopted the secret name of Darth Tyranus. Throughout the first decade of Sheev Palpatine's chancellery, Dooku used his resources and charisma to recruit entire star systems to the Separatist cause. At the same time, he oversaw the development of two vast armies that would be pitted against each other in the conflict to come: the Separatist Droid Army manufactured on Geonosis; and the Grand Army of the Republic, composed of clone troopers bred on Kamino and modeled on the bounty hunter Jango Fett.


As leader of the Separatists, Dooku delegated military authority to a cadre of subordinates personally trained by himself, including General Grievous and Asajj Ventress. While Grievous was trained only in the art of lightsaber combat, Ventress was strong with the Force, affording her the opportunity to learn the ways of the dark side from Dooku. The Sith, however, remained faithful to Darth Bane's Rule of Two; and as such, Dooku was compelled to betray his disciple after Sidious became suspicious of his own apprentice's intentions. Though he sought to replace Ventress with Savage Opress and later Quinlan Vos, Dooku ultimately remained beholden to his master's will. By the third year of the war, Dooku and Grievous succeeded in abducting Chancellor Palpatine from the Republic capital of Coruscant in 19 BBY. During the ensuing Battle of Coruscant, he was confronted and de-
feated by the Jedi Knight Anakin Skywalker, who summarily executed the Count via beheading
at the Chancellor's behest and succeeded the
late Darth Tyranus as Sidious' third and last
apprentice, resulting in his transformation
into Darth Vader.


Dooku was a highly skillful lightsaber duelist even in his old age. During his time as a Jedi he was known as one of the Order's finest swordsmen; it was said that only Yoda was his superior and that Mace Windu was his only worthy opponent. Dooku was a practitioner of the second form of lightsaber combat, Makashi. Makashi was a rarity among the Jedi by the time of the Clone Wars; it was a style designed specifically for lightsaber-to-lightsaber combat, and as such it was considered obsolete in a time when most Jedi were more likely to face blaster-wielding opponents. The style's rarity gave Dooku an advantage when engaging in lightsaber duels, as few of his enemies were trained to defend themselves against it. Makashi relied on precision, speed, and economy of movement rather than wide-sweeping strikes that characterized later styles, and Dooku's curved-hilt lightsaber was designed especially for that. However, in spite of his almost unrivalled sword mastery and decades of experience, Dooku was still vulnerable to Form II's greatest weakness; its lack of kinetic power. In addition to his formidable lightsaber skills, Dooku was enormously powerful and skilled in the use of the Force. He demonstrated great prowess and strength in the use of telekinesis. He was also highly skilled in the use of Force lightning, using it as both a means of torture and execution, and was able to use it in conjunction with telekinesis.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (human)","environment":"","cr":21,"powerLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 20","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","token":{"flags":{},"name":"Sith Duelist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ynEy24ixdfGcvDfn","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":165,"max":165},"bar2":{"value":22,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTFmZTQzZTA3OTA5","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

Sith Duelist is an 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Duelist knows the following force powers:

At-will: denounce, force disarm, force push/pull, force

technique, lightning charge, saber reflect, saber throw, shock

1st level: burst of speed, curse, force jump, force throw, slow

descent

2nd level: animate weapon, battle meditation, stun, stun droid

3rd level: bestow curse, choke, force lightning, force repulse,

telekinetic storm

4th level: freedom of movement, force immunity, shocking

shield

5th level: mass animation, stasis, telekinesis

6th level: force chain lightning

7th level: force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"Mzg0MGI5NTMwZDYx","flags":{},"name":"Duelist","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When Sith Duelist is wielding a melee weapon in one hand and no other weapons, he gains a 2+ bonus to damage rolls with that weapon (included, below).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"N2Y2ZmZlNGRjN2Q4","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MzZhMWFiN2NlODI5","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, Sith Duelist adds his Charisma modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MjViZjgxZjMwZmMw","flags":{},"name":"War Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When Sith Duelist uses his action to cast a force power, he can cast an at-will force power as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjA5MDE3M2IzYThh","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When a creature misses Sith Duelist with a melee attack, he can make a lightfoil attack against the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MDdjYWM0OTdmYWFj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When Sith Duelist makes three lightfoil attacks or casts a force power and makes a lightfoil attack.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 21 (3d8+8) energy damage

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.

Sith Duelist can move up to his speed without provoking opportunity attacks.

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.

Sith Duelist can cast an at-will force power.

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.

Sith Duelist makes one Lightfoil attack.

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.

Sith Duelist can cast a force power by spending a number of legendary actions equal to the power level.

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\"The Imperial Security Bureau pays attention to patterns.\"

- Agent Alexsandr Kallus, to Cumberlayne Aresko

Organization type
  • Law enforcement agency
  • Intelligence agency
Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Unidentified Director
  • Deputy Director Harus Ison
  • Colonel Wullf Yularen
  • ISB high command
Sub-group(s)
  • Enforcement
  • Imperial Military Department of Advanced Weapons Research
  • Internal Affairs
  • Interrogation
  • Investigations
  • Re-Education
  • Special Operations
  • Surveillance
HeadquartersISB Central Office, Coruscant
Location(s)
  • Imperial Office of Security, Scarif
  • Imperial Security Bureau headquarters, Lothal
  • ISB Academy and Offices, Coruscant
  • Killun Station, Killun
  • Scarif vault, Scarif
  • Viper's Nest, Virkoi
  • Wretch of Tayron, Tayron
Date founded19 BBY
Date fragmented

4 ABY, after the battle of Endor

Date dissolved5 ABY
AffiliationGalactic Empire (Select Committee)

The Imperial Security Bureau (ISB), also referred to as the Imperial Security Office, Security Bureau, or Imperial Security, was a law-enforcement and intelligence agency of the Galactic Empire that was charged with matters of internal state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order (COMPNOR), and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

History

Early growth

The Imperial Security Bureau was formed by Galactic Emperor Palpatine as a secret police organization, dedicated to rooting out enemies of the New Order and maintaining stability throughout Imperial territories shortly after the proclamation of the New Order. Within fourteen years, the organization grew from a handful of agents into an organization double the size of Imperial Intelligence.

Following the Clone Wars, the agency helped oversee the dismantling of Confederate warships and martial supplies. Concurrent loyalty purges saw vast amounts of Separatist propaganda destroyed, rescinded, and withheld. Only a handful of propaganda posters such as Ansibella Delu's Count Dooku: Words of Truth escaped the purges. When Art Group agents discovered egregious violations of its artistic tenets, agents of the ISB were called in to make troublesome artists disappear.

Five years into the Emperor's reign, Imperial Intelligence agents found a cache of communications devices on the remote world of Murkhana and referred the case to the ISB, who brought the matter to the Emperor and his Imperial Ruling Council. It was ultimately decided to send Wilhuff Tarkin and Darth Vader to investigate the cache, which was in reality set up by a small rebel cell, despite the ISB hoping to receive full oversight of the investigation from Imperial Intelligence and the Naval Intelligence Agency.

Fighting the Rebellion

One of the ISB's top members was Agent Kallus, who worked in both the Investigation and Internal Affairs branches of the organization and searched for signs of disloyal activity or insurgency. His primary mission was to ensure it did not spread into a full-scale rebellion against the Empire. In the fifteenth year of the Empire, the Imperial Security Bureau took special interest in the Lothal-based Spectres rebel cell, whose attacks on Imperial outposts revealed risks of sedition and gave warning signs of rebellion. Kallus became a perennial foe of the Spectres before striking an unlikely friendship with the Lasat Spectre Garazeb Orrelios, which led him to reconsider his allegiance to the Empire. Kallus subsequently became the rebel operative known as Fulcrum, who supplied the Phoenix Cell and Spectres with intelligence.

During Nightswan's campaign, ISB Colonel and Clone Wars veteran Wullf Yularen took an interest in investigating the shadowy insurgent leader and pirate known as Nightswan. He was assisted by the Imperial Navy officers Thrawn and Eli Vanto, and future Lothal Governor Arihnda Pryce. Together, they exposed Nightswan's Coruscant spy ring, which included the Higher Skies Advocacy Group and members of the Yinchom Dojo. During the siege of the Creekpath Mining and Refining complex on Batonn, Pryce convinced Yularen to let her accompany Agent Gudry on a mission to disable the Batonn insurgents' deflector shield generator. After Pryce killed Gudry for refusing to evacuate her parents before Thrawn's assault, Pryce blew up the mine's explosive cache to cover up Gudry's murder. This led to many civilian casualties on Batonn, horrifying both Yularen and Thrawn.

Later, Kallus helped the Spectres steal Thrawn's TIE/D Defender blueprints from the Imperial Armory Complex on Lothal. This led Thrawn to realize that the rebels had a mole within the Imperial ranks.Thrawn began screening the local Imperial sector command for the spy with the help of Yularen. To avoid discovery, Kallus framed Lieutenant Yogar Lyste. Despite Kallus' efforts, Thrawn realized that Kallus was the true spy but allowed him to continue operating in order to find Phoenix Squadron's rebel base. Thrawn subsequently tricked Kallus into exposing the location of Chopper Base by disclosing information about the Rebel Alliance's plans to attack the Imperial Armory Complex. However, Kallus managed to escape during the Battle of Atollon and officially joined the Alliance.

After Senator Mon Mothma resigned from the Imperial Senate and condemned Palpatine for his actions during the Ghorman Massacre, the ISB issued an alert for Mothma in an attempt to capture her. ISB agents also visited Cantham House on Coruscant, the meeting place of the Cantham House meetings, based on suspicions they had, and questioned Leia Organa and several others there.

Another ISB agent was loyalty officer Sinjir Rath Velus, who was recruited by ISB officer Sid Uddra. After a brutal period of training on the ocean world of Virkoi, Velus personally interrogated the traitorous Imperial Navy officer Lieutenant Alster Grove, who was part of a cabal that sought to assassinate Darth Vader. Velus interrogated Grove, who revealed his fellow conspirators. While Vader executed the other conspirators, Uddra threw Grove to his death in Virkoi's oceans.

Galactic Civil War

Following the destruction of the first Death Star, the ISB engaged in an increasing number of operations to root out the growing rebellion, and became busier than at any previous time in its history. These operations included a plan to sway mathematical genius Drusil Bephorin to the Empire's cause by keeping her in a sort of luxurious imprisonment on Denon. Project Hidden Eye was aimed at seeding sleeper operatives across the galaxy to spread propaganda and secretly report on citizens. The project, however, was cut short due to the intervention of Commander Luke Skywalker, a hero of the Rebel Alliance.

Post-Endor fragmentation

As with most other governmental agencies following the Empire's defeat at the Battle of Endor, the ISB was left scattered as the New Republic attacked distant ISB outposts and fomented dissent. Twenty days after the Battle of Endor, the ISB kept information on the Emperor's posthumous contingency plan on one of its Black Sites, the Wretch of Tayron. However, the base was taken by Rebel Alliance General Han Solo and his elite Pathfinders. The base commander was unable to initiate a data purge, and the Alliance obtained information on Operation: Cinder, thwarting attempts at its implementation for over three months.

In the months following Endor, the ISB was given full oversight over the security of the Imperial throneworld, Coruscant, after the Imperial Navy refused to provide ships to defend the planet, with Fleet Admiral Gallius Rax viewing it as a symbol of indolence and torpidity. As such, control of Imperial forces was left to the Empire's chief administrator, Grand Vizier Mas Amedda. While the ISB lacked the ships to effectively withstand a New Republic naval assault, ISB-loyal stormtroopers and personnel were deeply entrenched on the surface of the planet, which was already involved in a civil war between the ISB and New Republic–backed resistance movements.

Velus joined a team of Imperial hunters led by the New Republic starfighter pilot Norra Wexley after defecting to the New Republic. After losing his family during a New Republic attack on the Hyborean Moon, Romwell Krass Junior abandoned his post and traveled the galaxy to grieve the loss of his loved ones. During the Battle of Jakku, Commander Brisney served as the ISB officer aboard the Imperial Star Destroyer Inflictor.

Legacy

By 28 ABY, the Imperial Security Bureau had ceased to exist along with the \"Old Empire.\" One former ISB officer was Arliz Hadrassian, a small-time businesswoman who was the leader of the Amaxine warriors, a paramilitary faction that served as a front group for the First Order, a remnant of the Old Empire based in the Unknown Regions. During a meeting with the Centrist senator Ransolm Casterfo, Hadrassian spent hours regaling the young senator with stories about her career in the Imperial Military and the ISB, unaware that he was part of Senator Leia Organa's investigation into the Amaxine warriors.

Organization

Command hierarchy and administration

The Imperial Security Bureau was a sister agency and rival to Imperial Intelligence. The ISB worked closely with Emperor Palpatine, being led five years into his reign by a Bureau Chief under which served Deputy Director Harus Ison and Colonel Yularen, who often operated in conjunction with the Joint Chiefs. ISB was sometimes attached to various fleets, sometimes falling under the command of the Navy and working alongside Naval intelligence. Members of the ISB worked from the ISB Central Office as part of the Federal District on Coruscant, while agents in the field would constantly provide intelligence updates to headquarters. The ISB high command governed the ISB. Many military officers feared the group and its power.

Personnel

Prospective ISB personnel were drawn from the Imperial Academy system and given training within the ISB Academy and Offices complex, located within the Verity District on Coruscant. Members went through a training regimen which included learning xenophobic propaganda, and were taught from the ISB Loyalty Manual. Members of the ISB were taught a specialized vocabulary to prevent outsiders from understanding their conversations. The term \"auditing\" was used to signal that suspects knew they were being investigated. The practice of provoking a suspect to commit a crime was referred to as \"crustbusting,\" and interrogating a supposed innocent in hopes he or she would react suspiciously was known as \"scattering.\" Framing a wanted suspect for a crime to make sure he or she would be arrested was referred to as \"Jabba.\"

Following completion of the Academy, recruits filed into one of several branches of the organization, such as Surveillance, Interrogation, and Re-Education.

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers. Loyalty officers of the ISB were tasked with ensuring that regular troops and officers obeyed orders and conformed to Imperial ideology, and were regarded with great fear and respect. Impromptu inspections, undercover surveillance and seemingly limitless authority gave such officers unprecedented access to the lives of regular servicemen, creating a culture of fear to deter any tenuous links within the chain of command.

While most ISB agents were human, at least one Gotal named Barrisk Favvin worked as an ISB agent in the Kupohan city of Tonekh.

Enforcement

The Enforcement branch of the ISB served as backup for agents in the field, specially trained to provide support when necessary.

Interrogation

Interrogation was the second-largest branch in the ISB, and was intent on extracting information from various lifeforms to obtain valuable information. It claimed to have a 95 percent success rate in recovering useful data from questioned subjects. To that end, the ISB notably used IT-O Interrogation Units developed by the Imperial Department of Military Research.

Re-Education

The Re-Education division was focused on what some called \"brainwashing\" its subjects into supporting the Galactic Empire and its actions across the galaxy. Project Unity consisted of re-educating elements of society resistant to the New Order through a process of psychological manipulation and pharmaceutical conditioning.

Imperial Military Department of Advanced Weapons Research

Advanced Weapons Research was an agency responsible for special research and development of classified weapons, both before and during the Galactic Civil War. Weapons development fell under the arm of Imperial Intelligence while the Imperial Security Bureau defended the agency's secrets.

Internal Affairs

The Internal Affairs division maintained order by investigating possible instances of insubordination within the Empire, with Yularen briefly heading a division dedicated to exposing sedition within the Imperial Senate before becoming Deputy Director of the Naval Intelligence Agency. In addition, a single Internal Affairs officer was stationed aboard all Star Destroyers to investigate any signs of sedition among the crew.

Investigation

Those in Investigation used previously collected data to suppress rebel activity.

Special Operations

Blue Glass Arrow Main article: Special Operations (Imperial Security Bureau)

The Special Operations division was responsible for varying tasks within the Bureau, such as establishing Project Hidden Eye during the Galactic Civil War.

Surveillance

Operatives in the Surveillance branch were by far the most numerous, with its members focused on deciphering encrypted information and analyzing data to screen for potential threats against the New Order.

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On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

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If the infiltrator is subjected to an effect that allows it to make a Dex saving throw to take only half damage, the infiltrator instead takes no damage on a success, and half damage on a fail.

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The infiltrator is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers: At will: electrical burst, encrypted message, on/off 1st-level: holographic disguise, smoke cloud, tranquilizer 2nd-level: infiltrate, scorching ray

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The infiltrator halves the damage that it takes from an attack that hits it.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage.

The attack deals an extra 14 (4d6) damage when the infiltrator has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator and the infiltrator doesn't have disadvantage on the attack roll.

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\"I think the commander's a super tactical droid.\"

\"Ah, you're right. He is.\"

\"Is that bad?\"

\"It's really bad. That droid's extremely intelligent.\"

- Kanan Jarrus, Captain Rex, and Ezra Bridger

ManufacturerBaktoid Combat Automata
ClassTactical droid
Degree4th degree droid
Height
1,94 meters
GenderMasculine programming

Super tactical droids were advanced tactical droids that served as commanders of the Separatist Droid Army during the Clone Wars.

Description

Design

In response to the T-series tactical droid's inflexibility, the secessionist Confederacy of Independent Systems commissioned the battle droid manufacturer, Baktoid Combat Automata, to produce the super tactical droid for use in its military forces during the galaxy-spanning conflict known as the Clone Wars between itself and the dominant Galactic Republic.

Evolved from their predecessors, the tactical droid had a much more robotic inflection to its voice, as well as a larger, more imposing and armored body. These droids were also able to better process and adapt to sudden changes and unexpected complications and have more variables in their calculations.

Differences aside, the super tactical droid, as with their counterpart in the Separatist Droid Army, was analytical and calculating. Created to digest a situation of battle and formulate the most effective solution with a time frame for its execution, they were dreaded by Republic soldiers and seen as very dangerous to veteran officers.

Performance

Serving as masterful commanders of the Droid Army, the super tactical droid was highly intelligent and strategic, bane to both the Jedi Order and the Republic Military.

Though improved from the T-series, flaws in their programming were still prevalent. Such included the reluctance to see approaches and plans that differ from their own, as well as an overconfidence in the Separatists in their war. Yet where given the independence to act, super tactical droids could direct Confederacy military operations without superior overseers. Programmed with Separatist beliefs, they conquered through fear and the lack of courage and hope in their opponents, fighting for \"freedom from the tyranny of the Republic.\" Prioritising Confederate success, the super tactical droid would not hesitate utilising threats and torture as means of interrogation.

Although the droids were not designed for the purpose of direct involvement in combat, they were capable of self-defense, equipped with the standard Droid Army E-5 blaster rifle.

History

Clone Wars

\"Luckily, their [T-series tactical droid's] lack of adaptability led to the introduction of—you guessed it—super tactical droids. Despite their self-proclaimed superiority, these upgraded units still couldn't find a way to win the war.\"

R0-GR

In 20 BBY, Separatist leader, Count Dooku dispatched one such droid, General Kalani, to assist King Sanjay Rash's forces in dealing with the rebels of Onderon. During this time, he worked alongside the Royal Militia's commander, General Tandin as they attempted to capture the rebels in Iziz. However, Tandin and his forces then defected and assisted the rebels in freeing Ramsis Dendup during their escape to the highlands. When the rebels were able to defeat the droid gunships, Kalani was then ordered to retreat with his forces to Agamar, despite Rash's objections. Kalani then executed Rash.

Another super tactical droid, Aut-O was stationed aboard a Providence-class dreadnought. However, he was destroyed by R2-D2. Another one was given command of a commandeered Venator-class Star Destroyer with the mission to destroy the Republic strategy conference on Valor station in the Carida system. However, when the buzz droids failed in stopping D-Squad, the super tactical droid and it's crew were destroyed before they were able to complete their mission.

Another super tactical droid, Kraken, served as second-in-command to Admiral Trench. Kraken then attempted to take a captured clone trooper CT-5385 to Count Dooku. However, he was stopped by General Skywalker and two of his 501st Legion troopers. He was then destroyed by Skywalker when he refused to answer his questions. However, he was then rebuilt and commanded the Separatist forces during the invasion of Scipio alongside Dooku. Kraken continued to serve under Dooku aboard his command ship, even when his master, Lord Sidious, demanded his presence.

A super tactical droid then accompanied General Grievous to Utapau aboard a Separatist supply ship to secure the shipment of a enormous Kyber crystal. However, it was destroyed when the Jedi's top members intervened.

Age of the Empire

After the Clone Wars ended, the Galactic Republic transformed into the Galactic Empire and the Separatist Council was assassinated by Darth Vader, who then used the Council's equipment to send a shutdown signal to the droid army. However, Kalani, who was stationed on Agamar at the time with a battle droid garrison, assumed the shutdown command was nothing more than a Republic trick so he ignored it and did not relay to the droids under his command.

Years later, Captain Rex, Lasat Garazeb Orrelios, Jedi Kanan Jarrus and his Padawan Ezra Bridger arrived on Agamar, looking to find weapons and explosives for the rebellion. Kalani had his forces capture them and bring them to him so that he could play a little \"war game\" with them so that he could \"end\" the Clone Wars his way. Kalani holds Zeb hostage while Rex, Kanan and Ezra fight through his troops. After defeating waves of battle droids and making their way to the command center, Rex, Kanan and Ezra ordered Kalani to surrender. Kalani refused, but Ezra convinced him that neither the Republic nor the Separatists won the war and the Republic became the Empire. When the Empire arrived on Agamar, Kalani agreed to help the rebels escape. While the droids and Zeb attacked the stormtroopers and AT-DP's, Kalani had five droids fire at Ezra and Kanan who redirected their shots at proton bombs underneath the AT-AT's, destroying one of them in the process. The droids and the rebels made their escape in three Sheathipede-class transport shuttles, one being destroyed in the process. Kalani bid farewell to the rebels but refused to join them, believing that they had less than a 1% chance of successfully overthrowing the Empire.

Legacy

During the New Republic Era, R0-GR, a B1 battle droid who had been part of the Separatist Army and was currently serving in the Resistance, wrote a book entitled Droidography, which compiled facts about various droid models. He hoped would educate people on droids, and 2 of the droid models R0-GR covered were the T-series and super tactical droids. After listing grievances he had about the T-series, the B1 noted that the super tactical droids were introduced because of their predecessor's lack of adaptability. He mentioned that, while these upgraded commanders believed themselves to be superior, they failed to win the Clone Wars. R0-GR also wrote that he had heard that some super tactical droids did not admit defeat and ran battle scenarios for years, making him think they were \"sore losers.\"

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If the tactical droid fails a saving throw, it can choose to succeed instead.

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While within 30 feet of the tactical droid, any droid ally of the tactical droid makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

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The tactical droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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When the tactical droid casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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The tactical droid is a 13th-level techcaster. Its techcasting ability is Intelligence (power save DC18, +10 to hit with tech attacks) and it has 57 tech points. The tactical droid knows the following tech powers: At-will: assess the situation, encrypted message, electroshock, poison spray, cryogenic burst, combustive shot 1st-level: homing rockets, expeditious retreat, repair droid 2nd-level: mirror image, charge power cell 3rd-level: explosion, tactical advantage 4th-level: sensor probe, synchronicity 5th-level: mass repair droid, toxic cloud 6th-level: security protocols 7th-level: tactical superiority.

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.

The tactical droid makes three biopistol attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage.

The tactical droid makes a biopistol attack.

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.

The tactical droid casts an at-will tech power.

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.

The tactical droid moves up to its speed without provoking opportunity attacks.

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.

Up to five junk droids appear in unoccupied spaces within 30 feet of the tactical droid and remain until destroyed. Droids summoned in this way roll initiative and act in the next available turn. The tactical droid can have up to five droids summoned by this ability at a time.

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\"For every stormtrooper you kill here today, a Rebel life is saved tomorrow.\"

- General Carlist Rieekan

Manufacturer

Golan Arms

TypeAnti-infantry battery
Cost
  • 14.000 - 15.000 credits (new)
  • 7.000 - 9.500 credits (used)
Width2,5 meters
Height4 meters

The DF.9 was an anti-infantry battery produced by Golan Arms.

Description

Manufactured by Golan Arms, the DF.9 was a fixed emplacement anti-infantry weapon. It incorporated a single DF.9 laser cannon mounted atop a four-meter tall cylindrical housing. The tower was composed of heavily-armored durasteel, with proton-shielding that was resistant to close-quarters blaster fire but useless against the firepower of an All Terrain Armored Transport. The tower featured a front access panel for access, and an upper observation hatch.

The turreted laser cannon employed precision targeting computers, and had a one-hundred and eighty degree rotation. The optimal range for the DF.9 was three kilometers, although the laser cannon was capable of hitting targets at a distance of sixteen kilometers at the cost of decreased accuracy. The DF.9 was capable of firing a shot every three seconds, although the beam diverged and degraded over its maximum range. The impact of the energy beam scattered explosive energy and produced a secondary blast of radiation. The collateral effect produced an eight-meter radius impact point that could effectively destroy entire squads of soldiers. The weapon produced more destructive firepower than heavy repeating blasters such as the E-Web heavy repeating blaster.

The DF.9 required a crew of three to operate; a gunner who sat in the upper turret, a targeting computer technician and a technician to monitor the energy flow from the power generator, who were both housed in the armored tower. The weapon could be crewed by a single gunner, but the efficiency of the weapon was diminished. Skilled gunners could use the DF.9's accuracy to effectively disable army support systems and light vehicles, and it was devastating to foot soldiers and a threat to vehicles such as the All Terrain Scout Transport.

The DF.9 was best used in conjunction with other similar units and anti-vehicle lasers to defend military bases, spaceports and other strategic installations. It could be installed on multiple terrain types. The nature of the DF.9's fixed emplacement meant that the unit was not able to be moved easily.

The DF.9 spawned several variants, including the SP.9 Anti-Infantry Artillery Vehicle, the Twin DF.9, the Twin SP.9, and the DF.9/B.

History

The DF.9 was a popular unit in service during the Galactic Civil War, and it was found in the militaries of both the Galactic Empire, and the Alliance to Restore the Republic, where it was the standard anti-infantry battery in use by the latter. The use of the DF.9 by the Imperial Military raised Golan Arms' stature with the Empire more than any sales brochures. However, the supply contracts were slowly taken from Golan Arms and given to companies that were run by either friends or relatives of those Imperial officers in charge. Subsequently, Golan Arms approached the Alliance about supplying them with the DF.9. Initially happy with the deal, the Alliance became less than enthused when they realized that the limited fire arc of the weapon meant that several had to be purchased and deployed to defend an installation which was a problem for the cash-short Rebellion.

The units were deployed to several important Alliance bases, including Echo Base on Hoth, Tierfon Rebel Outpost, Arbra Base, and Oracle Base on Tel III. They were modified by the Alliance to be more effective and efficient against enemy combat vehicles by upgrading the laser actuator and first-stage barrel to channel more energy through the weapon to deliver a more potent laser bolt that was effective against vehicles such as the AT-ST and the Compact Assault Vehicle/Wheeled PX-10.

By the time of the New Republic, the DF.9 was twenty years old, and was still in use by the New Republic, Imperial factions, and independent entities such as planetary defense forces, militias, and mercenaries. The units were easily purchased on the black market. During the Yuuzhan Vong War, the DF.9 was forty years old, and was generally only used by pirates and outlaws.

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The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The outer layer of the turret is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the turret takes no damage from that attack. If the turret takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage.

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The turret uses its Intelligence modifier for attack, damage, and initiative rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NTFhZGQzZjkyNjAx","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The turret makes two laser cannon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MDYxMzM0ZWYzMmMw","flags":{},"name":"Laser Canon","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 300/900 ft., One target. Hit : 16 (4d6+2) energy damage.

The target must be at least 60 ft away from the turret. Additionally, hit or miss, the target and each creature within 20 feet must make a Dexterity saving throw (DC 15), taking 14 (4d6) energy damage on a failed save, or half as much damage on a successful one.

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\"Big gooberfish! Huge-o teeth!\"

- Jar Jar Binks

DesignationNon-sentient
Average length20 meters
Skin color

Reddish orange

Eye ColorYellow
Distinctions
  • Large
  • Carnivorous
  • Aggressive
  • Two long lure
  • Sharp teeth
Homeworld
Naboo
Diet

Carnivore

The opee sea killer, sometimes referred to as simply an opee, was a large meat-eating crustaceous sea creature of approximately twenty meters in length; a hybrid of crustacean and fish, that inhabited the watery planet core of Naboo. It was the third largest predator on Naboo, only smaller than the colo claw fish and the even larger Sando aqua monster, which both prey on it. Another predatory enemy of it is the Titavian.

Characteristics

The opee was a predator often found clung to rocky outcroppings or hidden in caverns or under ledges awaiting its prey. When forced to move, the opee was perfectly adapted to swim—in its own unusual way—sucking water into its mouth and jet propelling it from pores beneath armored plates at the rear of its body. This unique technique, coupled with three pairs of powerful legs and a pair of pectoral guidance fins, allowed the opee to accelerate quickly underwater. Once in range of prey, the opee would extend its massive adhesive tongue, successfully reeling in its prey to a vicious, gaping maw of multi-rowed teeth. The opee also used the long, antennas protruding from above its head as lures to draw prey towards its double rows of fangs. Their thick chitinous hide could deflect blasts from energy blasters.

Opees were known to be mouth breeders, with the male opee carrying fertilized eggs inside its mouth for three months—forcing the male to fast until the young were born. From birth, opees could sustain themselves instinctively (and gruesomely). It was not unknown for unhatched opee eggs to be swallowed by colo claw fish, creatures later killed in a grisly manner when the new-born young chewed their way out of the colo's stomach. This could also occur if the colo swallowed young opees alive.

History

During the time of the Invasion of Naboo, an opee sea killer stealthily pursued and then attempted to devour the tribubble bongo used by Obi-Wan Kenobi, Qui-Gon Jinn, and Jar Jar Binks (who referred to it as a \"big gooberfish\") to reach the city of Theed. Although the opee successfully caught and damaged the submersible, the creature was attacked, torn apart and eaten by an even larger underwater predator—the massive sando aqua monster, considered to be the opee's deep-sea rival.

During the events of the early Galactic Civil War roughly 30 years later, an opee sea killer attacked a Bongo vehicle that was traveling around the ocean floor, although it was devoured by a sando aqua monster before it could have a chance to eat it, which a Star Tours-owned StarSpeeder 1000 witnessed.

By unknown means, opees were introduced to Aquilaris, and could be seen swimming by the tunnels in which podraces took place.

One opee sea killer was housed inside the Royal Icqui Aquaria, a large, public aquarium that was situated on the planet Coruscant, and the sea killer was the largest living creature in the facility.

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The sea killer may move at full speed while grappling a creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MDFmMmIyNzM3MzBm","flags":{},"name":"Tongue","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/099_-_Opee_Sea_Killer/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30 ft., One target. Hit : 0 (0) damage.

The target creature is grappled (escape DC 15), and if it is a Large or smaller creature it must immediately make a DC 15 Strength saving throw, or be pulled up to 30 feet straight toward the sea killer. While a creature is grappled by the tongue, the sea killer can't use its tongue attack on another creature.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 30 (4d12+4) kinetic damage

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\"These must be the 'unique items' we were warned about. These assassin droids can be very unpredictable.\"

\"They're switched off. They don't look so tough to me.\"

\"Nothing looks tough to you. Take my word for it—they're deadly.\"

- Anakin Skywalker and Ahsoka Tano, encountering a pair of inactive IG-86s aboard the Vulture's Claw

ManufacturerHolowan Mechanicals
ClassAssassin droid
Height1,96 meters
GenderMasculine programming
Sensor colorRed
Plating color
  • Gray
  • Red

The IG-86 sentinel droid was a model of assassin droids manufactured by Holowan Mechanicals as a subsidiary of Holowan Laboratories, the same company that created the IG-88 assassin droid. It was designed to function as a bodyguard, or home security system for the wealthy, but was usually used for more sinister purposes.

Characteristics

\"O Ziro the Hutt, Master of the Hutt Clan on seven systems, I am sorry, Your Highness. It will not happen again.\"

\"I know. Take him away, and use him for spare parts!\"

- KRONOS-327 and Ziro the Hutt, after the droid's failure to complete a mission

IG-86 sentinel droids were similar in appearance to the earlier IG-series droids such as the IG lancer combat droid and later models such as the IG-88 assassin droid. Considered to be some of the deadliest droids in the galaxy, they were more intelligent and agile than standard battle droids, able to think logically and creatively. They were capable assassins working individually or in groups.

History

\"After all these years, my most trusted of assassins has finally failed.\"

- Ziro Desilijic Tiure, on KRONOS-327

IG-86 units were owned by Ziro the Hutt and were adorned with a Black Sun marking, like their master. One of these was KRONOS-327, which was used as a sentry droid by Ziro.

When Anakin Skywalker and Ahsoka Tano were searching for R2-D2 on the freighter Vulture's Claw, owned by the Trandoshan scavenger Gha Nachkt, they were attacked by a pair of IG-86 droids. Though they demonstrated their exceptional agility and firepower, they were destroyed by the two Jedi.

Later on, three of these droids were used by Cad Bane during his capture of the Senate Building. They bore similar Black Sun markings as those employed by Ziro the Hutt, suggesting that they might have been the Hutt's personal property and not Bane's. Anakin Skywalker, who was not carrying his lightsaber at the time, destroyed one of the droids by clubbing it with its own blaster rifle.

Some of these droids were known to be used by the Confederacy of Independent Systems.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YzI2MDMwOWE4ODE4","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","data":{"description":{"value":"

The assassin droid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin droid that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODQyZTRhNWM5MjM5","flags":{},"name":"Sniper Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 150/600 ft., One target. Hit : 9 (1d12+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MzQ2MDk3ZGM1NWRj","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} +{"_id":"z9N69tHU7YdbYXxD","name":"**Mistryl Prime","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":105,"min":0,"max":105,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":105,"min":0,"max":105},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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During her first turn, the Mistryl has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Mistryl scores against a surprised creature is a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"M2E1Y2Q3MzNhYWJj","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of her turns, she can use a bon-us action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZWJlOGFlZTU2OGY3","flags":{},"name":"Sneak Attack (1/turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","data":{"description":{"value":"

The Mistryl deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MDJmNzk2NDJkODU3","flags":{},"name":"Tech Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","data":{"description":{"value":"

The Mistryl is a 5th level tech caster (tech save DC 13, +5 to hit with power attacks, 22 tech points).

The Mistryl knows the following powers.

At Will: encrypted message, light, poison spray

1st Level: alarm, decryption program, holographic disguise

2nd Level: concealed caltrops, infiltrate, paralyze humanoid

3rd Level: invisibility to cameras, tactical advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NTQ2ODc5YTM5MmE1","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.

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.

The Mistryl makes two melee weapon attacks or two ranged weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZjI5ZGI5NTU0Mzgz","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target must make a DC 14 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half damage and isn't poisoned.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 7 (1d4+5) energy damage

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

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The jawa is a 4th-level forcecaster. Its forcecasting ability is Wisdom (save DC 12, +4 to hit with power attacks). The jawa has 18 force points and knows the following powers: At will: affect mind, give life, spare the dying 1st level: beast trick, heal, heroism 2nd level: restoration, stun

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 5 (2d4) kinetic damage

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.

The jawa cowers pathetically to distract nearby foes. Until the end of its next turn, its allies gain advantage on attack rolls against any target within 10 feet of the jawa.

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Medics were soldiers who were trained to provide first aid to injured comrades in battle. Some of the Grand Army of the Republic's clone troopers were clone medics, such as Kix of the 501st Legion. In a medical emergency, medics had the authority to countermand orders from a superior officer.

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Any friendly creature reduced to 0 HP within 15 feet of the field medic is automatically considered to be alive and stabilized.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NGMxNWRjZjZlMWYx","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

The field medic is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points.

The

junior engineer knows the following force powers:

At-will: acid splash, temporary boost, warding shot

1st-level: element of surprise, kolto pack, poison dart

2nd-level: paralyze humanoid, toxin purge, shared shielding

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YmZhNmFkYmRkNjY2","flags":{},"name":"Blaster Carbine","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"YmFjZDA0NTAzNzRh","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MjEyMjlmYjUyYjZh","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YjZlNWNjZjZmMmRh","flags":{},"name":"Sole Leader (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} +{"_id":"zmBaOLdXCr7pJF1Y","name":"Noghri Lethal Assassin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","speed":{"value":"30 ft","special":""},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

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Underworld

Away from polished society lies a darker realm\nshrouded in secrets and forgotten under layers of\ngrime. The underworld of the galaxy includes all\nmanner of denizens and visitors to its seedy realm.\nThugs, gamblers, smugglers, bounty hunters,\nprofessional companions, criminals, and crooks all\nscrape by, making a living through illegal and morally\nadjacent pursuits.

Assassins

Members of the profession are referred to by many\neuphemisms and epithets: \"problem solvers\" in the\nCorporate Sector Authority, \"exterminators\" in the\nOuter Rim Territories, and \"slayers\" in the Core Worlds.\nWhatever their name, most professional assassins are\nconcerned solely with credits, though some kill for\npolitical or religious reasons, or merely for love of\nkilling. This makes assassins simultaneously the best-\npaid and most-despised members of the galaxy's\nunderworld.

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\n\t\t\t\t\t\n\t\t\t\t\t

Though assassination is illegal on most planets, on\nsome, such as Umbara, assassinations are a relatively\nnormal part of society. 

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\n\t\t\t
\n\t\t
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If the Assassin jumps at least 10 feet in a straight line before hitting with a melee weapon attack, the Assassin can attempt to shove the target prone as part of the same attack.

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When the Assassin makes a long jump, it can leap up to 30ft. When the Assassin makes a high jump it can leap up to 9 ft in the air.

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On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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If the Assassin is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the Assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The Assassin makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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Ranged Weapon Attack +8, Range 20/60 ft., One target. Hit : 7 (1d4+5) kinetic damage

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\"And look, those animals, I can't explain it. There's something graceful about them. They just move like every particle of 'em is perfectly aligned and entirely free. They'll take you through a storm, over a river, into a building. They'll maul the kriff out of anyone that gets in your way. They're basically a stormtrooper's best friend.\" 

- Sardis Ramsin

DesignationNon-sentient
ClassificationReptile (lizard)
Average height2 meters
Skin colorGreen
Homeworld

Tatooine

Habitat

Desert

DietOminvore

Dewbacks were thick-skinned reptiles native to the desert planet of Tatooine, where they were used as beasts of burden, as well as mounts for specialized sandtroopers known as Dewback troopers.

Biology and appearance

\"Yeah, well. You don't know borcat scat from dewback dung, pal.\" - Temmin Wexley to Sinjir Rath Velus

Rugged reptillian lizards native to the deserts of Tatooine, dewbacks were able to withstand the heat of the world's binary suns, as well as the dust that caused mechanical breakdowns in high-tech conveyances. They had thick hides of scaly green skin, with long, rounded heads and short tails. They plodded through the desert sands on four clawed feet, and while capable of brief bursts of speed, typically became lethargic at night and in colder climates. Female dewbacks laid fifty to eighty-five eggs each standard year. The species was so named because of their habit of licking the morning dew from their backs with their flicking tongues. They made strange, lowing noises, similar to that of a bantha.

Dewbacks in the galaxy

\"I really don't know what the mounties are so fussy about. While we futz around like holograms on the dejarik board, these lucky moes get to roll nobly across the desert on dewbacks.\" - Sardis Ramsin, on Dewback troopers

Dewbacks were utilized on Tatooine as plodding but reliable mounts, and were ridden by citizens of Mos Eisley along with other creatures such as rontos and jerbas. They were also used as beasts of burden to haul goods for merchants or moisture farmers, and pulled podracer parts to starting grids, as during the Boonta Eve Classic podrace held at the Mos Espa Grand Arena.

Gozetta kept a dewback corpse among the big-game trophies at the Xirl hunting lodge, which was discovered by Milo and Lina Graf. During the Age of the Empire, dewbacks served stormtrooper patrols assigned to Tatooine's Imperial garrison. These Dewback troopers used jolts of electricity to control their mounts, using them to batter down property of enemies of the Empire. When prodded, a dewback would put on a short burst of speed. A contingent of sandtroopers dispatched on Tatooine to retrieve the Death Star plans stolen during the Battle of Scarif utilized native dewbacks as their mounts. Two sandtroopers rode dewbacks as part of Darth Vader's escort for his meeting with Jabba Desilijic Tiure at the Hutt's palace following the Battle of Yavin. Jabba's beastmaster, Malakili, kept a small water shiv made from dewback bone.

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The dewback has advantage on Wisdom (Perception) checks that rely on smell.

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The dewback makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"NGZmM2M5Y2M1Y2Q2","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/032_-_Dewback_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} +>>>>>>> Stashed changes diff --git a/packs/packs/species.db b/packs/packs/species.db index e5b73ae3..db8c7a2a 100644 --- a/packs/packs/species.db +++ b/packs/packs/species.db @@ -2,7 +2,6 @@ {"_id":"02OQjDIlNWaUZFdN","name":"Ugnaught","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ugnaughts are diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reached up to 200 standard years. They notably eat genteslugs.

\n

Society and Culture

\n

Ugnaughts are ruled by councils comprised of elected officers. Ugnaughts live their lives in accordance to their \"blood profession,\" with Ugnaught parents teaching their children their trade. Infant Ugnaughts are known as Ugletts. If the number of new Ugnaughts in a given profession exceeds the need, a blood duel is called. When the Ugnaughts reached their twentieth year of age, these fights are held to the death, with the victor winning the right to inherit their blood profession. Despite this outdated and violent custom, the Ugnaughts are generally a peaceful people with a rich culture. When greeting an Ugnaught, it is advised to bow silently, then wait for a guttural purring as a positive response. Usage of the common galactic greeting \"yaa-yaah\" is considered a personal insult to Ugnaughts. If this occurrs, it is advisable to duck and cover, as various mechanical implements will be thrown one's way. Ugnaughts are often enslaved as they are fairly meek.

\n

Names

\n

Ugnaught names are generally concise. Female names sound more cheerful. Surnames are determined by blood profession.

\n

  Male Names. Banax, Dral, Durn, Togre, Yirkux

\n

  Female Names. Admeva, Olnito, Ruskor, Vurlilli

\n

  Surnames. Col, Gnatro, Mikk, Roc, Sag

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

\n

Age. Ugnaughts reach adulthood at 20 and can live to reach 200.

\n

Alignment. Ugnaughts tend toward no particular alignment. The best and worst are found among them.

\n

Size. Ugnaughts rarely stand higher than 4 feet and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25.

\n

Bite. Your tusks are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Crafters. You have proficiency in one tool of your choice.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Industrial Hazards. You have resistance to acid damage.

\n

Tech Dabbler. You know the mending at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the overheat tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause harmless tremors for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Ugnaught. The Ugnaught language is composed of grunts, squeals, and chatters, and is difficult for other species to learn.

"},"skinColorOptions":{"value":"Varying shades of pink"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Black and red"},"distinctions":{"value":"Diminutive stature, porcine features, technological affinity"},"heightAverage":{"value":"3'1\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Gentes"},"slanguage":{"value":"Ugnaught"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ugnaught","mode":"=","targetSpecific":false,"id":1,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"acid","mode":"+","targetSpecific":false,"id":7,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.custom","value":"tinker's tools","mode":"+","targetSpecific":false,"id":8,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ugnaught","mode":"+","targetSpecific":false,"id":10,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ugnaught.webp"} {"_id":"09TvdniWvojAlLLD","name":"Quarren","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Quarren are squid-like with four facial tentacles which protrude from their lower jaw. They have a pair of deep, turquoise eyes and finned hands with suction-tipped fingers. As an amphibious species, they are strong swimmers. They are also bipedal beings that can walk and sit upright. In the two long protrusions that extended from either side of their faces, Quarren have gill-like structures that are actually hearing organs. The Quarren are also capable of spitting out clouds of ink as a defensive measure.

\n

Society and Culture

\n

Quarren are a very self-centered and proud species, almost to the point of being xenophobic, would coincides with their isolationist behavior. Quarren find Humans to be very crude beings and think Galactic Basic to be very cumbersome and unsuitable for speech. The Quarren instead speak their native language more frequently. The Quarren are conservative and practical in their thinking, yet they reminisce more than they look to the future. The Quarren are isolationist, preferring to stay in the depths of the oceans of their homeworld. However, some Quarren make their living in the galaxy as business managers and accountants. The Quarren diligently mine metal ore from the deepest parts of the ocean, where they live deep beneath the waves. Their cities stretch far below the surface.

\n

Names

\n

Quarren names are typically harsh. Male and female names do not significantly deviate. Surnames are familial.

\n

  Names. Bagker, Jujon, Kibkyl, Qiockish, Yuntoz

\n

  Surnames. Chobnek, Geeckol, Nukranx, Tsastanx

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Quarren reach adulthood in their late teens and live less than a century.

Alignment. Quarren desire for equal rights causes them to tend toward balanced, though there are exceptions.

Size. Quarren typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Climb. You have a climbing speed of 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Ink Cloud. You can use your action to expel ink in a 10-foot cone. When you do so, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is blinded until the end of its next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Quarrenese. The Quarrenese language is characterized by its garbled nature that evokes an image of speaking underwater.

"},"skinColorOptions":{"value":"Orange, pink, purple, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or green"},"distinctions":{"value":"Four tentacles that protrude from their jaws, finned or suction-cup tipped fingers, able to spit out clouds of ink in defense"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Quarrenese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Quarren","mode":"=","targetSpecific":false,"id":1,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"quarrenese","mode":"+","targetSpecific":false,"id":10,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Quarren.webp"} {"_id":"0i5tzj8KUvqhOGLj","name":"Givin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Givin are a species of white-skinned, hairless humanoids who are quite frequently likened to animated skeletons. Their facial features include many sharp downward angles, large triangular eye sockets, and sloped-up brows that meet together in the middle, lending them an appearance of permanent anguish. Because of the harsh environment of their homeworld, the Givins' organs are sealed against atmospheric exposure; thanks to this complex system, they can survive for about a day in a vacuum.

Society and Culture

In order to survive their homeworld's lunar tides, the Givin became extremely adept at calculating the trajectory of their celestial bodies. Over the ages, Givin have become so skilled at celestial navigation that they are able to calculate hyperspace jumps in their heads. As such, mathematics have become a cornerstone of Givin society. Two Givin will often greet each other by exchanging complex equations for the other to solve.\r\n\r\nDue to their profound mathematical ability, Givin are skilled starship builders and astrogators. They create some of the most impressive, complex, and sleek ships in the galaxy. However, they frequently build their ships without the presence of a navcomputer or pressurization system, and so their buyers have to add these system in the starship aftermarket.

Names

Givin names are often derived by parents from favored mathematical equations. Male and female names do not significantly differ. Surnames are familial.

  First Names. Daggibus, Lersia, Na-Soth, Nisil, Sladru

  Surnames. Alarin, Nalas, Narth, Larr, Scoritoles","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Givin reach adulthood in their early teens and live about 80 years.

Alignment. Givins believe power and respect are earned rather than expected, causing them to tend towards balanced alignments, though there are exceptions.

Size. Givin typically stand around 6 feet tall and weigh 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hardened Exterior. You have a tough, bony exterior. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Mathematical Savants. Whenever you make an Intelligence (Technology) check involving mathematics, you are considered to have expertise in the Technology skill.

Stargazer. You have proficiency in Piloting and Technology.

Vacuum Sealed. You can survive for one day within the vacuum of space. You still require oxygen to breathe. You have resistance to cold damage.

Languages. You can speak, read, and write Galactic Basic and Givin. Givin is characterized by its use of mathematical jargon and symbols, making it nigh incomprehensible to the less mathematically inclined.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Skeletal appearance, able to survive in a vacuum for short periods"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x2d4 lb."},"homeworld":{"value":"Yag'Dhul"},"slanguage":{"value":"Givin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Givin","mode":"=","targetSpecific":false,"id":1,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":9,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"givin","mode":"+","targetSpecific":false,"id":11,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Givin.webp"} -{"_id":"13DSHLgZ5cp9f8tY","name":"Kerkoiden","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kerkoiden are hunched beings with rough skin that ranges in hue from green to dark blue. Their bodies still show signs of predatory physiology, namely their long claws and jutting teeth. Kerkoiden have tall, slender heads with long snouts and narrow eyes.

Society and Culture

The Kerkoiden species as a whole has fought to evolve beyond their predatory ancestry and prove to the galaxy that they are sophisticated and civilized. Many Kerkoiden nobles pride themselves on superior breeding and also on being refined and sophisticated enough to rub elbows with the galaxy's elite on Coruscant. Of course, this also leads to elitism among the Kerkoiden, which does the species no favors on the galactic scene.

The Kerkoiden have shifted many of their cunning predatory instincts over to the social arena, becoming savvy politicians on a galactic scale. Most Kerkoiden are pushy if not outright aggressive. They regard everyone with suspicion and expect deception from their political and social rivals.

Names

Kerkoiden receive one given name, which is typically mono- or disyllabic, and one familial surname.

  Male Names. Dram, Piar, Var, Whorm

  Female Names. Crum, Fuur, Jihan, Tiik

  Surnames. Bothren, Cashral, Hoshar, Loathsom

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Kerkoiden reach adulthood in late teens and live well into their 90s.

Alignment. Kerkoiden are aggressive, haughty, and manipulative. Accordingly, they tend toward the dark side, though there are exceptions.

Size. Kerkoiden typically stand between 4 1/2 and 5 feet tall and weigh 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Deceptive. Kerkoiden are socially manipulative and mendacious. You gain proficiency in the Deception skill; if you would already have proficiency, you gain expertise instead.

Hide. You have a thick, scaly hide. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to warm climates.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Powerful Jaws. Kerkoiden can use their huge jaws to crush and grapple an opponent. You have advantage on all Strength (Athletics) checks made when attempting to grapple an opponent using your jaws. If you succeed, the target takes kinetic damage equal to 1d4 + your Strength modifier each round while grappled.

Shrewd. You have advantage on Wisdom (Insight) checks.

Tooth and Nail. Your long claws and teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

Languages. You can speak, read, and write Kerkoidese and Galactic Basic. Kerkoiden who speak Galactic Basic do so in long, drawling voices.

"},"skinColorOptions":{"value":"Green to dark blue"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Long snout, long claws, jutting teeth"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+1d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"Kerkoidia"},"slanguage":{"value":"Kerkoidese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kerkoiden","mode":"=","targetSpecific":false,"id":1,"itemId":"13DSHLgZ5cp9f8tY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"13DSHLgZ5cp9f8tY","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"13DSHLgZ5cp9f8tY","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"13DSHLgZ5cp9f8tY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"13DSHLgZ5cp9f8tY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"13DSHLgZ5cp9f8tY","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":7,"itemId":"13DSHLgZ5cp9f8tY","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"13DSHLgZ5cp9f8tY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Kerkoidese","mode":"+","targetSpecific":false,"id":9,"itemId":"13DSHLgZ5cp9f8tY","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kerkoiden.webp"} {"_id":"1NcqPc9tlfSI5aAE","name":"Karkarodon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The amphibious Karkarodons have tall, slim bodies with webbed hands and feet. Their shark-like heads have pointed noses, gill slits, and many rows of razor-sharp teeth, which they use when attacking and eating. Karkarodons are skilled and fast swimmers. They attack by grabbing the target and used their jaws for ripping and tearing.

Society and Culture

Karkarodons hail from the planet Karkaris, which is located in a star system neighboring the planet Mon Cala. They harbor an intense hatred for the Mon Calamari and Quarren inhabitants. The planet is almost entirely under water, and is very uninviting to non-Karkarodons. \r\n\r\nKarkarodon culture is a warmongering, strength-based culture. Clans often fight eachother for dominance, natural resources, and to cull the weak. Each clan on the planet has a ruling triumvirate, usually comprised of venerated warriors who rule for life. When a younger Karkarodon wants to replace one of the ruling body, they challenge them to single, mortal combat. Occasionally, the challenged may spare the life of the challenger when they win, though that usually leads to resentment from the loser.\r\n\r\nKarkarodons do not believe in lying or duplicity. They believe in approaching problems head on and saying what they mean, and are generally demeaing towards those they deem their lessers.

Names

Karkarodon names are harsh and gutteral. They are generally one syllable. Surnames are clan-based rather than familial.

  Male Names. Aurb, Rend, Riff, Trak, Vour

  Female Names. Dewb, Garr, Rast, Scrat, Zend

  Surnames. Alben, Gerdall, Kibben, Tamson, Zendall","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Kakarodon reach adulthood in their early teens and live to be about 70.

Alignment. Karkarodons' warmongering nature causes them to tend toward the dark side, though there are exceptions

Size. Karkarodons stand 5 to 7 feet tall and weigh upwards of 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Amphibious. You can breathe air and water.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Karkaran. Karkaran is characterized by its fierce sounds.

"},"skinColorOptions":{"value":"Blue, gray, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Multiple rows of sharp teeth, powerful jaws, shark-like heads"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Karkaris"},"slanguage":{"value":"Karkaran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Karkarodon","mode":"=","targetSpecific":false,"id":1,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"karkaran","mode":"+","targetSpecific":false,"id":8,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Karkarodon.webp"} {"_id":"1kGACJMqt4pxyk1o","name":"Zabrak","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zabrak are near-human, but have a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these are a series of vestigial horns that crown the heads of both males and females. These horns grow at puberty in varying patterns and signified that their rite of passage is drawing near.

In addition to their horns, another of the traits that make zabrak instantly recognizable are their facial tattoos, which are made up of thin lines received during their rite of passage. These could symbolize many things, including but not limited to family lineage, place of birth, or even a design that reflected their individual personalities.

Lastly, zabraks possess a second heart.

Society and Culture

Zabrak are often seen by most other species as being single-minded, an observation that is not terribly incorrect. This single-minded determination comes from the fact that they are a species with a strong sense of self-assuredness, confident that they are able to accomplish any task that they set out to do. However, this does not lead a zabrak to develop a sense of prideful superiority towards others. Though it is not uncommon to see competition between colonies, this is not seen as a negative. The zabraks believe that the various experiences of the different colonies only serve to add to the species' overall value throughout the galaxy.

Names

Zabrak names are usually derived from the animals living on their planet. Zabraks don't use surnames.

  Male Names. Kadro, Muraa, Neqama, Ruvroo, Xadra

  Female Names. Blostopa, Mega, Novrar, Rebroke

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Zabraks reach adulthood in their late teens and live less than a century.

Alignment. Zabraks tend toward no particular alignment. The best and worst are found among them.

Size. Zabraks stand anywhere from 5 to 7 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Coercive. You have proficiency with Persuasion or Intimidation (your choice).

Crafters. You have proficiency with with one artisan's tool of your choice.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Zabraki.

"},"skinColorOptions":{"value":"Pale to dark brown, red, orange and yellow"},"hairColorOptions":{"value":"Black, blonde, brown, red, or purple"},"eyeColorOptions":{"value":"Yellow, green, orange, brown, blue, red, or purple"},"distinctions":{"value":"Horns, two hearts, facial tattoos"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iridonia or Dathomir"},"slanguage":{"value":"Zabraki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zabrak","mode":"+","targetSpecific":false,"id":1,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"zabraki","mode":"+","targetSpecific":false,"id":7,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Zabrak.webp"} {"_id":"3ACoWIZwrbi5gX2B","name":"Zeltron","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zeltrons are one of the few near-human species that differentiated from the baseline stock enough to be considered a new species of the Human genus, rather than simply a subspecies. They possess two biological traits of note. The first is that they all produce potent pheromones, similar to the Falleen species, which enhanced their attractiveness and likeability. The second is a limited telepathic ability, used to project emotions onto others, as well as allowing them to read and even feel the emotions of others; some Zeltrons have been hired by the Exchange for this ability. Because of their telepathic ability, positive emotions such as happiness, love and pleasure are very important to them, while negative ones such as anger, fear, or depression are shunned.

Society and Culture

Zeltron culture is highly influenced by sexuality and the pursuit of pleasure in general. Most of their art and literature is devoted to the subject, producing some of the raciest pieces in the galaxy. Zeltrons are known to dress in wildly colorful or revealing attire. It's common to see Zeltrons wearing shockingly bright shades of neon colors in wildly designed bikinis, or nearly skin tight clothing of other sorts with bizarre color designs, patterns, and symbols.

Names

Zeltron names often have an air of mystique to them, to evoke sensuality. For a Zeltron, a beautiful face is nothing without an equally beautiful name. It's not uncommon for a Zeltron to forsake their familial surname in favor of a more attractive-sounding one.

  Male Names. Marruc, Bahb, Rahulh, Demagol

  Female Names. Lyshaa, Dani, Vianna, Chantique

  Surnames. D'Pow, Blue, Duare, Sapphire","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Zeltron reach adulthood in their late teens and live about 80 years.

Alignment. Zeltron are a deeply sensual, hedonistic species, causing them to tend toward chaotic balanced or dark side alignments, though there are exceptions.

Size. Zeltron tend to be slender and statuesque, typically standing between 5 and 6 feet tall and rarely weighing more than 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charismatic. You have proficiency with Deception or Persuasion (your choice).

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Natural Empathy. Zeltron's limited telepathy allow them to sense mood shifts in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Two Livered. Zeltron have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Light pink to deep crimson"},"hairColorOptions":{"value":"Blue, brown, pink, or red"},"eyeColorOptions":{"value":"Hazel, silver, amber"},"distinctions":{"value":"Capable of producing powerful pheromones"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zeltros"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zeltron","mode":"=","targetSpecific":false,"id":1,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":6,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Zeltron.webp"} @@ -12,18 +11,14 @@ {"_id":"5M8G0Lrvlb6AMPns","name":"Vurk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Vurks are the predominant sentient species of the planet Sembla. They are tall, reptilian humanoids with bulbous dark eyes and sweeping head crests. Their hands and feet have three digits each, one of which was opposable. They have distinguishing gray-green, leathery skin. Being able to breathe both water and air, they are perfectly adapted to travel Sembla's warm, shallow seas dotted with volcanic islands. They share a strong nomadic instinct with their amphibious ancestors.

Society and Culture

Young Vurk males are married off by their parents; those who failed to marry before reaching adulthood remain bachelors for the rest of their lives. Because their way of living resulted in virtually no sizable permanent settlement whatsoever, Vurks were generally considered primitive by the rest of the galaxy; however, that was not true. They are very intelligent and believe in a highly developed philosophical tradition that emphasizes personal integrity and individual freedom and encourage personal honesty. Their compassionate and calm manner made them better than average diplomats.\r\n\r\nVurks are very family-oriented. It is common for multiple generations to remain in the same location as a single household, with the eldest family member being the patriarch or matriarch and making the decision for the entire family.

Names

Vurk names are traditionally two to three syllables. Female names typically end with a vowel, while male names vary. Surnames are familial.

  Male Names. Coleman, Jadran, Milanko, Zlatko

  Female Names. Elka, Iryna, Miglena, Tanya, Verka

  Surnames. Cheevochik, Provric, Trebor, Vorgecz","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Vurk reach adulthood in their 20s and live an average of 70 years.

Alignment. Vurk philosophies cause them to tend toward the light side, though there are exceptions.

Size. Vurks typically stand between 6 and 7 feet tall and weigh around 175 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Athletic. You have proficiency in the Athletics skill.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Head Crest. Your head crest is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Semblan. Semblan has a very melodic feel and often evokes images of waterfalls to those who don't understand its meanings.

"},"skinColorOptions":{"value":"Dark blues, greens, greys, or reds"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Bulbous eyes, head crests, three-fingered hands"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sembla"},"slanguage":{"value":"Semblan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Vurk","mode":"+","targetSpecific":false,"id":1,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"semblan","mode":"+","targetSpecific":false,"id":10,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Vurk.webp"} {"_id":"5cjO1b6HxjL25cqC","name":"Clawdite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

In their natural form, clawdites resemble reptilian humanoids, having evolved from reptomammals. They have sunken cheeks with a narrow nose, a small mouth, large eyes with slit-like pupils, and a thin line that runs down their foreheads, creasing their nose. Clawdites possess an extremely rare ability to change their appearance. They can change the color and texture of their skin and eyes, and even grow hair, to mimic other species, though they cannot add significant physical mass to their bodies.

Society and Culture

By nature, clawdites are quiet and solitary beings, often shunning the company of others unless it benefits them. Due to their nature as shapeshifters, they are often mistrusted by strangers. Consequently, they view the galaxy pragmatically, and are often harsh realists.

Not all clawdites use their shapeshifting abilities due to the pain the transformation causes. These clawdites are often inclined to remain on their homeworld of Zolan, avoiding the company of other species.

On Zolan, clawdites are feared and shunned by the zolanders, who are a deeply religious people, believing that clawdites are impure and sinful. Zolanders force clawdites to live in slums scattered across the planet.

Those clawdites who leave their homeworld tend to gravitate toward professions that celebrate their shapeshifting, such as smuggling, bounty hunting, or espionage.

Names

Clawdite names often have a rolling or hissing quality to them. Surnames are familial, though clawdites rarely use them.

  Male Names. Nuri, Pol, Renneyn, Rosat, Turman

  Female Names. Bargu, Cato, Murna, Sora, Zam

  Surnames. Durra, Noviee, Parasitti, Virten, Wesell

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice increases by 1.

\n

Age. Clawdites reach adulthood in their early teens and live less than a century.

\n

Alignment. Clawdites' pragmatism cause them to tend towards neutral balanced, though there are exceptions.

\n

Size. Clawdites typically stand 5 to 7 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion

\n

Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

\n

Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic, Clawdite, and one more language of your choice. Clawdite is characterized by its rolling sounds paired with hissing sibilants.

"},"skinColorOptions":{"value":"Green to yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, gold, or blue"},"distinctions":{"value":"Shapechanging capabilities"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zolan"},"slanguage":{"value":"Clawdite"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Clawdite","mode":"=","targetSpecific":false,"id":1,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":5,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"clawdite","mode":"+","targetSpecific":false,"id":6,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Clawdite.webp"} {"_id":"65qyT2VoIU6ZaeyH","name":"Chadra-Fan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chadra-Fan are covered from head to foot in fur. Their species evolved from small, arboreal rodents. The two different sexes of Chadra-Fan are indistinguishable to other species, though the Chadra-Fan could readily tell the difference using their powerful sense of smell. Chadra-Fan also have involuntary pheromones that conveyed information about their family line and created an aura of attractiveness. Other voluntary pheromones often conveyed a Chadra-Fan's state of emotion-anger, fear, or joy. Chadra-Fan even create more complex messages using their pheromones, though the pheromones when mixed sometimes caused confusion. They are unique in the fact that they had clear blood.

\n

Society and Culture

\n

The society of Chadra-Fan is divided into a clan structure in which every member is responsible for parenting the clan's children; a fact of life is that every household is open at any time. Leadership within the clan is a temporary role that is passed from one individual to another as the situation calls for a particular expertise. Children are the centerpiece of a Chadra-Fan community, and only leave when wed. However the new Chadra-Fan couple remain with the smaller clan so it was possible that a Chadra-Fan never leaves his or her home. Chadra-Fan left by themselves suffer depression, so they regularly seek the company of others; thus, Chadra-Fan are not very picky when it came to friends and prefer complete strangers to loneliness.

\n

Names

\n

Chadra-Fan names do not vary significantly based on sex. Surnames are clan based.

\n

  First Names. Dubi, Kattar, Naska, T'yabah, O'yasha

\n

  Surnames. Abalomm, Fandy, Nemm, Nuz, Yedit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chadra-Fan reach adulthood by 15 and live an average of 40 years.

Alignment. Chadra-Fan's open, clan-based culture cause them to tend toward the light side, though there are exceptions.

Size. Chadra-Fan stand 3-4 feet tall and weigh about 45 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Climb. You have a climbing speed of 25 feet.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, emit an onerous smell for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Trance. Chadra-Fan only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Chadra-Fan. The Chadra-Fan language is characterized as being nasally and squeaky.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Black, brown, or grey"},"eyeColorOptions":{"value":"Dark"},"distinctions":{"value":"Large ears, flat noses with four nostrils"},"heightAverage":{"value":"2'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Chad"},"slanguage":{"value":"Chadra-Fan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.traits.size","value":"Chadra-Fan","mode":"=","targetSpecific":false,"id":1,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"chadra-fan","mode":"+","targetSpecific":false,"id":9,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Language"}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chadra-Fan.webp"} -{"_id":"7GC2jMgEjTlJcCBn","name":"Terrelian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Terrelians, often referred to as Terrelian Jango Jumpers, are tall, slender near-humans with remarkable athletic abilities. Regardless of their skin color—which ranges from blue to gray—lighter tones dominate Terrelians' faces, giving them a pallid, death's head appearance, complete with sunken eyes and lanky, almost skeletal body types. In contrast to their gaunt visage stands the trademark Terrelian fiery red hair, which is common to every member of the species.

Natural athletes, Terrelians are frequently mistaken as Force-sensitives. Their long limbs and compact muscles allow members of the species to leap great distances and sprint for extended periods of time.

Society and Culture

Blue-skinned humanoids from their once idyllic homeworld, Terrelians long ago submitted to offworld conquerors who sold them into slavery for use as gladiators. Many can be found as slaves throughout the Outer Rim, in gladiator pits, or eking out a meager existence in the cracks and hollows of society. After the exploitation of their homeworld, most Terrelians have become jaded and untrusting of others. Even those closest to a Terrelian are held at arm's length, making them defensive loners.

Names

Terrelians typically receive one given name and one familial surname.

  Male Names. Cotillan, Littro, Polus, Toomor

  Female Names. Cassilyda, Lika, Piolia, Trystalla

  Surnames. Cryar, Litaka, Plotka, Tillian

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Terrelians reach adulthood in their mid-teens and live to be more than 65 years old.

Alignment. Given their general distrust of others and their self-reliant survival instincts, Terrelians tend toward chaotic alignments, though there are exceptions.

Size. Terrelians typically stand between 5 1/2 and 6 feet tall and weigh 110 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Natural Acrobat. Terrelians' compact muscle tissues grant them extreme control over their bodies, even when they leave the ground. You have advantage on all Dexterity (Acrobatics) checks.

Natural Athlete. You gain proficiency in the Athletics skill. If you would already have proficiency, you gain expertise, instead.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Terrelian Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Languages. You can speak, read, and write Galactic Basic. If Terrelians had a native language, their slavery has placed its usage and history under erasure.

"},"skinColorOptions":{"value":"Blue, gray, turquoise, white"},"hairColorOptions":{"value":"Red"},"eyeColorOptions":{"value":"Gray, light purple, dark red"},"distinctions":{"value":"Advanced jumper, long-distance sprinter, long limbs"},"heightAverage":{"value":"5'6\""},"heightRollMod":{"value":"+1d6\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(1d4) lb."},"homeworld":{"value":"Terrelia"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Terrelian","mode":"=","targetSpecific":false,"id":1,"itemId":"7GC2jMgEjTlJcCBn","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"7GC2jMgEjTlJcCBn","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"7GC2jMgEjTlJcCBn","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"7GC2jMgEjTlJcCBn","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"7GC2jMgEjTlJcCBn","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"7GC2jMgEjTlJcCBn","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"7GC2jMgEjTlJcCBn","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Terrelian.webp"} -{"_id":"7RBY72SzD1lIA8r5","name":"Cathar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cathar have fur-covered bodies with thick manes as well as prominent, retractable claws that can deliver powerful killing attacks on foes and prey. Their bodies also possess rapid healing abilities. These traits make them the perfect hand-to-hand specialists. The Cathar species also has two subspecies, known as the Juhani and the Myr Rho. Both of these are notably less catlike than mainline Cathar. Cathar are born into a litter. The Cathar species is biologically similar to the Bothan species.

\n

Society and Culture

\n

On their homeworld, Cathar live in cities built into giant trees, and are organized into clans governed by elders. Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mate for life, to the extent that when one mate dies, the survivor never has a relationship with another. Cathar clan society includes great pageants and celebrations, especially for their heroes. Their religion includes a ritual known as the \"Blood Hunt,\" in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. The native language of the Cathar is Catharese, which included the emphasis of some spoken words with a growl.

\n

Names

\n

Cathar names can sound both melodic and fairly gutteral, but they almost always sound strong and fierce. Female names are typically longer than male names. Surnames are usually one syllable.

\n

  Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr

\n

  Female Names. Cuwin, Jyvohr, Mulahr, Solyri

\n

  Surnames. Jin, Ki, Mak, Rhir, Ta

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Cathar reach adulthood in their late teens and live less than a century.

\n

Alignment. Cathar tend toward no particular alignment. The best and worst are found among them.

\n

Size. Cathar range from 5 to 7 feet tall, and can weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Leonine Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Cat's Claws. You have a climbing speed of 20 feet. Additionally, your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Cat's Talent. You have proficiency in the Perception and Stealth skills.

\n

Languages. You can speak, read, and write Galactic Basic and Catharese.

"},"skinColorOptions":{"value":"Gold to yellow-brown with dark stripes"},"hairColorOptions":{"value":"Brown, black, or grey"},"eyeColorOptions":{"value":"Yellow or brown"},"distinctions":{"value":"Lion-like features"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cathar"},"slanguage":{"value":"Catharese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cathar","mode":"=","targetSpecific":false,"id":1,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (20 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"catharese","mode":"+","targetSpecific":false,"id":11,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Cathar.webp"} -{"_id":"7kqE8a4ELQKTKgEG","name":"Ebruchi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Ebruchi possess a roughly humanoid body shape, with a squat, lumpy build similar to that of Gands. Their grayish heads house two wide-set eyes that never blink and a hidden mouth ringed by writhing, fleshy feelers. These tentacles are always in motion as they sample airborne scents and can grasp chunks of food to force them down the Ebruchi's narrow gullet.

Male and female Ebruchi are nearly identical in appearance. Outsiders can distinguish them only because males and females usually wear different types of animal skins. It is best to employ gender-neutral pronouns when negotiating with the Ebruchi to avoid issuing a scandalous insult.

Society and Culture

A sentient insectoid race native to the Unknown Regions, the Ebruchi are ruthless pirates whose homeworld has been lost to history. Although considered war-like, the Ebruchi tend to use small starships for travel rather than large fleets. The Ebruchi are driven by the basest of emotions: greed and fear. Unwilling to give an edge to any other being—including members of their own species—they overcompensate to the point of overkill. Still, the Ebruchi are not foolish, and they take such drastic actions only if they believe themselves to be safe from retaliation. This tendency, of course, makes them bullies of the worst stripe. The Ebruchi show no kindness unless they gain something in the process. They spare the lives of colonists only if the weaker beings provide tribute or possess some value as slaves or meat.

Names

Ebruchi typically receive one given name.

  Male Names. Creysis, Hedd, Ness, Sommet

  Female Names. D'zaztih, Kull'amnati, Paaliit, Suz'sprit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 1, and your Constitution score increases by 1, and your Charisma score increases by 1.

Age. Ebruchi reach adulthood in their mid-teens and live to be older than 65 years.

Alignment. The Ebruchi are thoroughly malevolent, parasitic, and cruel. Accordingly, they tend toward the chaotic dark side, though there are exceptions.

Size. Ebruchi typically stand about 5 1/2 feet tall and weigh 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Defiant. Ebruchi are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

Ebruchi Resilience. Ebruchi can consume practically anything to gain sustenance. Accordingly, your body has developed defenses against illness and toxins. You have resistance to poison damage, immunity to disease, and advantage on all Constitution saving throws.

Keen Smell. Your oral tentacles possess a superior olfactory sense. You have advantage on all Wisdom (Perception) checks involving smell.

Menacing. You gain proficiency in the Intimidation skill.

Piratical Piloting. Ebruchi are the scourge of the Unknown Regions and spend most of their lives in outer space. You gain proficiency in the Piloting skill.

Prehensile Tentacles. You can grasp things using your oral tentacles. They have a reach of 1 foot, and they can lift a total of 20 pounds at once. You can use them to do simple tasks such as lift, drop, hold, push, or pull an object or set of small objects.

Languages. You can speak, read, and write Ebuchese, Galactic Basic, Minnisiat, Rammocate, Sy Bisti, and most other Unknown Regions trade languages.

"},"skinColorOptions":{"value":"Creamy white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Unblinking eyes, oral tentacles, omnivorous"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+1d8\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"Unknown"},"slanguage":{"value":"Ebruchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ebruchi","mode":"=","targetSpecific":false,"id":1,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.ci.custom","value":"diseased","mode":"+","targetSpecific":false,"id":8,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Traits Condition Immunity Custom"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Ebruchese","mode":"+","targetSpecific":false,"id":12,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.languages.custom","value":"Minnisiat","mode":"+","targetSpecific":false,"id":13,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.languages.custom","value":"Rammocate","mode":"+","targetSpecific":false,"id":14,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Sy Bisti","mode":"+","targetSpecific":false,"id":15,"itemId":"7kqE8a4ELQKTKgEG","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ebruchi.webp"} +{"_id":"7RBY72SzD1lIA8r5","name":"Cathar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cathar have fur-covered bodies with thick manes as well as prominent, retractable claws that can deliver powerful killing attacks on foes and prey. Their bodies also possess rapid healing abilities. These traits make them the perfect hand-to-hand specialists. The Cathar species also has two subspecies, known as the Juhani and the Myr Rho. Both of these are notably less catlike than mainline Cathar. Cathar are born into a litter. The Cathar species is biologically similar to the Bothan species.

\n

Society and Culture

\n

On their homeworld, Cathar live in cities built into giant trees, and are organized into clans governed by elders. Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mate for life, to the extent that when one mate dies, the survivor never has a relationship with another. Cathar clan society includes great pageants and celebrations, especially for their heroes. Their religion includes a ritual known as the \"Blood Hunt,\" in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. The native language of the Cathar is Catharese, which included the emphasis of some spoken words with a growl.

\n

Names

\n

Cathar names can sound both melodic and fairly gutteral, but they almost always sound strong and fierce. Female names are typically longer than male names. Surnames are usually one syllable.

\n

  Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr

\n

  Female Names. Cuwin, Jyvohr, Mulahr, Solyri

\n

  Surnames. Jin, Ki, Mak, Rhir, Ta

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Cathar reach adulthood in their late teens and live less than a century.

\n

Alignment. Cathar tend toward no particular alignment. The best and worst are found among them.

\n

Size. Cathar range from 5 to 7 feet tall, and can weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Leonine Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Cat's Claws. You have a climbing speed of 20 feet. Additionally, your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Cat's Talent. You have proficiency in the Perception and Stealth skills.

\n

Languages. You can speak, read, and write Galactic Basic and Catharese.

"},"skinColorOptions":{"value":"Gold to yellow-brown with dark stripes"},"hairColorOptions":{"value":"Brown, black, or grey"},"eyeColorOptions":{"value":"Yellow or brown"},"distinctions":{"value":"Lion-like features"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cathar"},"slanguage":{"value":"Catharese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cathar","mode":"=","targetSpecific":false,"id":1,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (20 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"catharese","mode":"+","targetSpecific":false,"id":11,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Cathar.webp","effects":[]} {"_id":"8jvoMIkFNTTWCuow","name":"Pau'an","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Pau'ans have large, sunken black eyes in red eye sockets and jagged, fang-like teeth used for tearing into raw meat, as they are carnivores. The species has pale, wrinkled skin, due to the fact that they lived in the sinkholes of Utapau, giving them limited access to light. These traits cause some to view them as frightening. However, Pau'ans as a society are generally friendly, and are happy to welcome guests to their often overlooked world. Pau'ans have long lifespans, living up to 700 years, much longer than the Utai. This earned them the nickname of \"Ancients\".

Society and Culture

Pau'ans fulfill most of the governmental and administrative duties on Utapau, as the utai do not desire such work, serving as laborers instead. Most pau'ans served as leaders early in their lives, often managing teams of Utai laborers. This gives them experience that will be used later in their lives. Pau'ans are kind leaders, and sympathetic to their subordinates. Each city on Utapau is controlled by a Master of Port Administration, a hereditary title reserved for pau'ans. These administrators are assisted by advisory councils for making important decisions about their city, and each administrator serves on the Utapauan Committee and oversees planetary governance. However, the committee rarely makes crucial decisions, as the cities are able to function on their own most of the time.

Names

Pau'an names are fairly simple, and generally melodic. Surnames are familial.

  Male Names. Kernul, Sivrol, Tar, Vizun, Yal, Zeolbud

  Female Names. Cas, Jevoh, Nesim, Sizil, Ten, Yofan

  Surnames. Gesat, Kluneln, Nom, Vley, Voy, Zet","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Pau'ans reach adulthood in their 30's and have been known to live up to 700 years old.

Alignment. Pau'ans' commanding presence, yet friendly and kind nature, cause them to tend to be lawful light side, though there are exceptions.

Size. Pau'ans typically stand between 6 and 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Authoritative. You have proficiency in Persuasion or Intimidation (your choice).

Cultured. You have proficiency in the Lore skill.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hypersensitive Hearing. Pau'ans possess incredibly receptive hearing, often to their detriment, so you wear special covers on your ears. Whenever you make a Wisdom (Perception) check involving hearing, you are considered to have expertise in the Perception skill, but if your hearing aids are removed, you have disadvantage on saving throws against effects that would deal sonic damage.

Vigilant. You can choose to have advantage on your next Initiative check. Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Utapese. Utapese is characterized by its rigid, yet melodic sound.

"},"skinColorOptions":{"value":"Gray or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or silver"},"distinctions":{"value":"Red eye sockets, pinstriped skin, long lifespan, jagged teeth"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Utapau"},"slanguage":{"value":"Utapese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":""},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pau'an","mode":"=","targetSpecific":false,"id":1,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"utapese","mode":"+","targetSpecific":false,"id":9,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Pau%27an.webp"} -{"_id":"9UXOPPJRoAbC6kjH","name":"Ranth","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Caaraz is a tidally locked planet, with one side perpetually facing its sun. The Ranth live on the frigid night side of Caaraz, which is lit only by the planet's twin moons and heated by geological activity. Ranth have evolved to be highly resistant to cold temperatures thanks to the insulation of their thick fur. Ranth also possess long bushy tails, flat muzzles, dark eyes, and short pointed ears that are canine in appearance. As natural hunters, they have sharp claws on their hands and mouths filled with short sharp teeth. Ranth need to continually forage, hunt, and swim to survive in the harsh environment of their homeworld and hunt for food whenever weather conditions allow them to do so. Their keen hearing, extending into ultrasonic ranges, helps them search for prey and avoid larger predators.

Society and Culture

Ranth maintain a strong respect for family ties, and their settlements are usually led by the elder members of extended family units. Ranth society remains split into two camps: those who adhere to the old ways of nomadic movement in search of scarce and highly valuable natural resources, and those who have adopted offworld technology and more advanced, stationary ways of life. Accordingly, the two Ranth cultures exhibit very different temperaments. While many Ranth in either camp prove to be short-tempered, nomadic Ranth express their anger violently, while civilized Ranth tend towards flamboyant but harmless displays. Nomads tend to be self-confident, passionate, and determined, while city-dwellers are introspective with a tendency towards apathy.

Names

Ranth typically receive one given name and adopt their pack's name as a surname.

  Male Names. Feychar, Foreez, Pyl'essh, Tir'arr

  Female Names. Eshee, Evasta, Jaastal, Lysta'ndi

  Surnames. Ch'zori, Dersat, Foosher, Paska, Rasheet, Zur

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Ranth reach adulthood in their mid-teens and live to be more than 85 years old.

Alignment. Ranth tend toward no particular alignment. The best and worst are found among them.

Size. Ranth typically stand between 5 and 6 feet tall and weigh 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it are bright light, and in darkness as if it are dim light. You can't discern color in darkness, only shades of gray.

Furry Hide. You have thick skin covered in a coat of thick fur. When you are not wearing armor, your AC is 12+ your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates.

Keen Hearing. You have advantage on all Wisdom (Perception) checks involving hearing.

Hunter. You gain proficiency in the Stealth and Survival skills.

Swim. You have a swimming speed of 30 feet.

Tooth and Claw. Your razor-sharp claws and teeth provide natural weapons that you can use to make unarmed attacks. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

Languages. You can speak, read, write Ranth and Galactic Basic.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"Pale blue to brown"},"eyeColorOptions":{"value":"Brown"},"distinctions":{"value":"Claws, sensitive hearing, adapted to cold climates"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+1d12\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(1d4) lb."},"homeworld":{"value":"Caaraz"},"slanguage":{"value":"Ranth"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ranth","mode":"=","targetSpecific":false,"id":1,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":8,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Ranth","mode":"+","targetSpecific":false,"id":12,"itemId":"9UXOPPJRoAbC6kjH","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ranth.webp"} +{"_id":"9Py5dVppnKtyIhk1","name":"Lurmen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Lurmen's bodies are covered entirely in fur, which range in color from a dark brown to a white-gray, though they do wear garments. They can walk either upright on their two legs, and can also use their arms and legs for faster movement Many lurmen have the ability to roll themselves into a wheeled shape; this allows them to cover distances at great speed. They may have learned this ability from the native amani on Maridun.

\n

Society and Culture

\n

The lurmen use fallen seedpods from the giant trees as shelter and home. Living near the trees proves too dangerous, as the falling pods can be deadly. Instead, the lurmen drag the pods into a clearing and use them as huts. They also extract essential oils from the pods for nutrition and healing medicines. Most lurmen are pacifistic by nature and refuse to fight or run even in the face of death. They often will hide instead of using violence. As pacifists, they carry no weapons but carry farming tools or ropes. The greatest native threat to the lurmen are the amani and the mastiff phalones, raptor-headed quadrupeds that hunted in groups. However, even in defeating these beasts the lurmen attempt to remain true to their pacifist ideals, and not inflict any injury to the creatures. Instead, when cornered by a mastiff phalone, an agile lurmen will try to unbalance the creature by tying a rope around its stout legs.

\n

Names

\n

Lurmen names are sharp and made up of a single syllable. Instead of surnames, lurmen are granted additional names based on their importance to the village. Common lurmen possess one name, with leaders having as many as four.

\n

  Male Names. Fee, Gatt, Nub, Shoo, Yup

\n

  Female Names. Kal, Laa, Shal, Vook, Yiit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Lurmen reach adulthood in their late teens and live less than 80 years.

\n

Alignment. The pacifistic nature of the lurmen causes them to be neutral light side, though there are exceptions.

\n

Size. Lurmen typically stand around 3 feet tall and generally weigh about 45 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Healer. You have proficiency in the Medicine and Nature skills, and the bioanalysis kit.

\n

Prehensile Tail and Feet. You have supreme control over your tail and feet and can use them to manipulate objects as well as your hands.

\n

Rolling Agility. As a lurmen, you can run on all fours, or curl into a ball, to move quickly along the ground. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Lurmese. Lurmese is a name collectively given to the various tribal languages spoken by the lurmen people. While each language is distinct, shared phrases allow translation between dialects.

"},"skinColorOptions":{"value":"Black or gray"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Yellow or orange"},"distinctions":{"value":"Prehensile tail and feet, furred body"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Mygeeto, Maridun"},"slanguage":{"value":"Lurmese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"core":{"sourceId":"Item.8ixQCWdaLUlQA9pK"}},"img":"systems/sw5e/packs/Icons/Species/Lurmen.webp","effects":[]} {"_id":"AKut85ESxmROyxOK","name":"Gungan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Starting life as tadpoles, Gungans develop into tall beings with extremely flexible cartilaginous skeletons. Strong leg muscles allow for powerful and quick frog-kick style swimming through water as well as a remarkable jumping ability while on land. Fin-like ears (called haillu) also aid them in swimming, as well as expressing emotions like aggression, friendship, and fear. They have partially retractable eyestalks with nictitating membranes when underwater. Green eyes are unusual amongst Gungans.

Society and Culture

Gungans are generally a generous and peaceful species. They truly love to have visitors and warmly welcome them; however, they would remain suspicious until the visitors have earned their respect. Gungans are not tolerant of anyone who threatens their peaceful culture. They have very strict laws, and will go to the extremes to punish anyone who has committed a minor crime. Vandals, for example, can be given a sentence of exile, caning, or even stoning.\r\n\r\nIf a Gungan is cast out of society, it is very difficult for them to return. If they do manage to return legally, they are often subjected to heavy discrimination. This can make life very difficult for them and can go on for months or years, until their past offenses disappear from memory. Returning back to the settlement they were exiled from illegally will sometimes result in the death penalty, especially if they brought along outsiders.

Names

Gungan names are often repeated syllables hyphenated.

  Male Names. Crinn-Crinn, Gic, Noc-Noc, Wal

  Female Names. Hew, Khi, La-La, Phro-Phro, Yuss

  Surnames. Baud, Gos, Jalles, Mag, Wub","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Gungans reach adulthood in their early teens and live about 70 years.

Alignment. Gungans tend toward the light side, though there are exceptions.

Size. Gungans typically stand 6 to 7 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Martial Proficiency. You have proficiency with light and medium armor as well as the vibrospear and vibropike.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Gungan. When speaking Galactic Basic, you often have trouble with word tenses and infinitives; this usually has a comical effect.

"},"skinColorOptions":{"value":"Blue, brown, or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Light colors"},"distinctions":{"value":"Extendable tongues, long ears, eye stalks, three toes, aquatic species"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Naboo"},"slanguage":{"value":"Gungan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gungan","mode":"=","targetSpecific":false,"id":1,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":6,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":7,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":8,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":10,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":11,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gungan","mode":"+","targetSpecific":false,"id":13,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Gungan.webp"} -{"_id":"ALgPJS7H9GR9AOHw","name":"Caphex","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Caphex are a race of bipedal, sentient felines from the planet Caphexdis. Their skin tends to be very pale, and prominent, white or gray whispy whiskers frame their faces. Soft fur of the same color covers most of their bodies, and their five fingers end in sharp claws.

\n

Society and Culture

\n

Lawless and ruled by warring, off-planet crimelords, Caphexdis, a planet in the Outer Rim territories, provides a difficult environment for its native feline species to thrive in. The Caphex typically keep to themselves in small, scattered enclaves customarily organized around familial relations, or they offer their talents to the various criminal factions as smugglers or spies. Regardless of their individual pursuits, Caphex pride themselves on their cleanliness and grooming, and always pay special attention to their prominent whiskers. Caphex who betray or humiliate their family enclaves are typically shaved before being sent into exile.

\n

Names

\n

Caphex typically receive a given name and a surname that identifies their enclave membership.

\n

  Male Names. Ghuelloe, Jannin, Roizzas, Tessir

\n

  Female Names. Duorram, Haeffri, Kiyyal, Seossra

\n

  Surnames. Bhrimn, Jjholl, Shluff, Thwisp

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

\n

Age. Caphex reach adulthood in their late teens and live to be 80 years or older.

\n

Alignment. Caphex tend toward no particular alignment. The best and worst are found among them.

\n

Size. Caphex typically stand between 5 and 6 feet tall and weigh 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Cat's Claws. You have a climbing speed of 30 feet. Additionally, your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Feline Agility. You always seem to land on your feet. You have proficiency in the Acrobatics skill. If you would already have proficiency, you gain expertise instead.

\n

Hunter. You have proficiency in the Survival and Stealth skills.

\n

Keen Hearing and Smell. You have advantage on all Wisdom (Perception) checks pertaining to hearing and smell.

\n

Whiskers. Caphex's prominent whiskers not only help with vision in low light but also detect minute temperature fluctuations within a 30 foot radius. You have advantage on all Wisdom (Perception) checks when attempting to locate a hidden target.

\n

Languages. You can speak, read, and write Caphex and Galactic Basic.

"},"skinColorOptions":{"value":"Pale pink or white"},"hairColorOptions":{"value":"White or gray"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Prominent whiskers, pale skin, feline agility"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+1d6\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"Caphexdis"},"slanguage":{"value":"Caphex"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Caphex","mode":"=","targetSpecific":false,"id":1,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.custom","value":"Caphex","mode":"+","targetSpecific":false,"id":11,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"ALgPJS7H9GR9AOHw","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Caphex.webp"} {"_id":"AtWa8aR4jhcwjsiN","name":"Geonosian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Geonosians have a hard chitin exoskeleton that provided protection from physical impacts and bouts of radiation that occasionally shower their world. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. The head of a Geonosian is elongated and large with their skulls ridged on the top and by the side where they have bulbous, thick-lidded eyes. Both are physically strong and covered with bony ridges which protected their arms, legs, and vital organs.

Society and Culture

Geonosian society is caste-based with little upward mobility, though some of the lower caste do develop ambition. Workers are conditioned to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tend to be highly competitive and are eager to prove themselves. They are born with an abnormal level of intelligence, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted freedom. Ultimately, their society exist to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative. They constantly move towards improving their standing and holdings while sumultaneously working to ruin their rivals.

Names

Geonosian names are usually harsh sounding. Lower castes don't get surnames. Upper caste surnames are familial.

  Male Names. Buck, Goshey, Nik, Sozz, Techtu

  Female Names. Datte, Kida, Miri, Nare, Tenessi

  Surnames. Chak, Hor, Lur, Marpes, Zol","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. You Dexterity score increases by 2, and your Constitution or Intelligence score increases by 1.

Age. Geonosians reach adulthood at 10 and live less than a century.

Alignment. Geonosians' greedy and self-serving nature causes them to tend toward the dark side, though there are exceptions.

Size. Geonosians typically stand from 5 to 6 feet tall and rarely weigh more than 80 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Crafter. Geonosian culture promotes artisanry. You have proficiency in one set of artisan's tools of your choice.

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Geonosian Weaponry. You have proficiency in simple blasters.

Languages. You can speak, read, and write Galactic Basic and Geonosian. The Geonosian language consists of click consonants through use of a Geonosians' dual mandibles. This makes it difficult for other species to learn to speak it.

"},"skinColorOptions":{"value":"Gray, green, or orange"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Hive-based, winged semi-insectoids"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Geonosis"},"slanguage":{"value":"Geonosian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Geonosian","mode":"=","targetSpecific":false,"id":1,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":5,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":7,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"geonosian","mode":"+","targetSpecific":false,"id":9,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Geonosian.webp"} -{"_id":"BvV56gDIilVwLcFE","name":"Aing-Tii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Force-sensitivity, unique technology, six green tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Aing-Tii homeworld in the Kathol Rift"},"slanguage":{"value":"Non-verbal communication via taste, smell, and touch"},"description":{"value":"

BIOLOGY AND APPEARANCE

\n

The aing-tii are a species of sentient, toothless mammals who stand on two clawed feet with two spindly arms, each with three large digits. Their bodies are covered in jointed white, bony plates covered in unique painted motifs. The aing-tii head is small and juts out perpendicularly from their chest, featuring two large eyes and six long, thin, green tongues extending from their mouths. They have a long, prehensile tail. The species is incapable of producing sound and conveys information via tasting, smelling and touching each other with their tongues.

\n

SOCIETY AND CULTURE

\n

The aing-tii are native to a planet whose location in the Kathol Rift is a closely guarded secret. Although in a dangerous area of space, the majority of Aing-Tii never leave their homeworld nor have any contact with the outside world. Those who do—commonly called aing-tii warrior monks—are often xenophobic and reclusive. The monks spend their entire lives performing errands for their gods, in the hope that they will receive \"an answer\" from them. The aing-tii hate slavery, and often attack slavers who roam the Kathol Outback.

\n

While the aing-tii are Force-sensitive, they avoid wielding the Force, which they see as sacred. The aing-tii believe that everything is somehow guided by the Force. They do not believe in the light or dark sides of the Force. Instead, they hold that there are many different aspects to the Force.

\n

NAMES

\n

Aing-tii names are, in reality, non-verbal and only truly understandable via taste, smell, and touch. The few aing-tii who have been known to the outside world have used translators to convey an auditory identifier.

\n

  Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro

\n

  Female Names. Kulan'Pa, Laman'So, Te'Nuriel

"},"chat":"","unidentified":"","traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Aing-tii reach adulthood in their late teens and live more than a century.

\n

Alignment. Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions.

\n

Size. Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Armored Plates. You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.

\n

Closed Mind. Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

\n

Force-Sensitive. You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally.

"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"Ability Score Increase":{"value":"Ability Score Increase"},"Your Wisdom score increases by 2, and your Constitution score increases by 1":{"":{"value":"Your Wisdom score increases by 2, and your Constitution score increases by 1."}},"Age":{"value":"Age"},"Aing-tii reach adulthood in their late teens and live more than a century":{"":{"value":"Aing-tii reach adulthood in their late teens and live more than a century."}},"Alignment":{"value":"Alignment"},"Aing-tii's foreign nature causes them to be hard to understand":{" Most aing-tii tend toward neutral light side, though there are exceptions":{"":{"value":"Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions."}}},"Size":{"value":"Size"},"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs":{" Regardless of your position in that range, your size is Medium":{"":{"value":"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium."}}},"Speed":{"value":"Speed"},"Your base walking speed is 30 feet":{"":{"value":"Your base walking speed is 30 feet."}},"Armored Plates":{"value":"Armored Plates"},"You have thick armored plates":{" When you aren't wearing armor, your AC is 13 + your Dexterity modifier":{"":{"value":"You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier."}}},"Closed Mind":{"value":"Closed Mind"},"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers":{" You have advantage on Wisdom and Charisma saving throws against force powers":{"":{"value":"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers."}}},"Force-Sensitive":{"value":"Force-Sensitive"},"You know the force push/pull at-will force power":{" Wisdom or Charisma (your choice) is your forcecasting ability for this power":{"":{"value":"You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power."}}},"Prehensile Tail":{"value":"Prehensile Tail"},"You have supreme control over your tail and can use it to manipulate objects as well as your hands":{"":{"value":"You have supreme control over your tail and can use it to manipulate objects as well as your hands."}},"Wisdom of the Elders":{"value":"Wisdom of the Elders"},"You are proficient in the Lore skill":{"":{"value":"You are proficient in the Lore skill."}},"Languages":{"value":"Languages"},"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii":{" However, you cannot speak or make noise verbally":{"":{"value":"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally."}}},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"effects":[{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":4,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[]},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"=","targetSpecific":false,"id":5,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":7,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":"+","targetSpecific":false,"id":8,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.details.species","value":"Aing-Tii","mode":"=","targetSpecific":false,"id":9,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Details Species"}],"equipActive":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp"} +{"_id":"BvV56gDIilVwLcFE","name":"Aing-Tii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Force-sensitivity, unique technology, six green tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Aing-Tii homeworld in the Kathol Rift"},"slanguage":{"value":"Non-verbal communication via taste, smell, and touch"},"description":{"value":"

BIOLOGY AND APPEARANCE

\n

The aing-tii are a species of sentient, toothless mammals who stand on two clawed feet with two spindly arms, each with three large digits. Their bodies are covered in jointed white, bony plates covered in unique painted motifs. The aing-tii head is small and juts out perpendicularly from their chest, featuring two large eyes and six long, thin, green tongues extending from their mouths. They have a long, prehensile tail. The species is incapable of producing sound and conveys information via tasting, smelling and touching each other with their tongues.

\n

SOCIETY AND CULTURE

\n

The aing-tii are native to a planet whose location in the Kathol Rift is a closely guarded secret. Although in a dangerous area of space, the majority of Aing-Tii never leave their homeworld nor have any contact with the outside world. Those who do—commonly called aing-tii warrior monks—are often xenophobic and reclusive. The monks spend their entire lives performing errands for their gods, in the hope that they will receive \"an answer\" from them. The aing-tii hate slavery, and often attack slavers who roam the Kathol Outback.

\n

While the aing-tii are Force-sensitive, they avoid wielding the Force, which they see as sacred. The aing-tii believe that everything is somehow guided by the Force. They do not believe in the light or dark sides of the Force. Instead, they hold that there are many different aspects to the Force.

\n

NAMES

\n

Aing-tii names are, in reality, non-verbal and only truly understandable via taste, smell, and touch. The few aing-tii who have been known to the outside world have used translators to convey an auditory identifier.

\n

  Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro

\n

  Female Names. Kulan'Pa, Laman'So, Te'Nuriel

"},"chat":"","unidentified":"","traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Aing-tii reach adulthood in their late teens and live more than a century.

\n

Alignment. Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions.

\n

Size. Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Armored Plates. You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.

\n

Closed Mind. Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

\n

Force-Sensitive. You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally.

"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"Ability Score Increase":{"value":"Ability Score Increase"},"Your Wisdom score increases by 2, and your Constitution score increases by 1":{"":{"value":"Your Wisdom score increases by 2, and your Constitution score increases by 1."}},"Age":{"value":"Age"},"Aing-tii reach adulthood in their late teens and live more than a century":{"":{"value":"Aing-tii reach adulthood in their late teens and live more than a century."}},"Alignment":{"value":"Alignment"},"Aing-tii's foreign nature causes them to be hard to understand":{" Most aing-tii tend toward neutral light side, though there are exceptions":{"":{"value":"Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions."}}},"Size":{"value":"Size"},"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs":{" Regardless of your position in that range, your size is Medium":{"":{"value":"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium."}}},"Speed":{"value":"Speed"},"Your base walking speed is 30 feet":{"":{"value":"Your base walking speed is 30 feet."}},"Armored Plates":{"value":"Armored Plates"},"You have thick armored plates":{" When you aren't wearing armor, your AC is 13 + your Dexterity modifier":{"":{"value":"You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier."}}},"Closed Mind":{"value":"Closed Mind"},"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers":{" You have advantage on Wisdom and Charisma saving throws against force powers":{"":{"value":"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers."}}},"Force-Sensitive":{"value":"Force-Sensitive"},"You know the force push/pull at-will force power":{" Wisdom or Charisma (your choice) is your forcecasting ability for this power":{"":{"value":"You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power."}}},"Prehensile Tail":{"value":"Prehensile Tail"},"You have supreme control over your tail and can use it to manipulate objects as well as your hands":{"":{"value":"You have supreme control over your tail and can use it to manipulate objects as well as your hands."}},"Wisdom of the Elders":{"value":"Wisdom of the Elders"},"You are proficient in the Lore skill":{"":{"value":"You are proficient in the Lore skill."}},"Languages":{"value":"Languages"},"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii":{" However, you cannot speak or make noise verbally":{"":{"value":"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally."}}},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"effects":[{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":7,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":"+","targetSpecific":false,"id":8,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.details.species","value":"Aing-Tii","mode":"=","targetSpecific":false,"id":9,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":10,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Armor Class Min"}],"equipActive":true,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","effects":[]} {"_id":"C5RRwmK2QZadlFPy","name":"Selkath","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Selkath are an aquatic species, known for being skilled swimmers and diplomats. Their heads resemble sting rays and they have a blue, pink, or green skin naturally patterned as an underwater camouflage. Their mouths are bracketed by cephalic lobes. Female Selkath differed from males due to the presence of tendrils on the back of their heads.

\n

All members of the Selkath race have rectractable, venom-tipped claws. The use of these claws in any form of combat or attack was considered dishonorable and a sign of madness; to do this was to give in to animal instincts unbecoming of a sentient species. Because of the Selkath's water-dwelling nature, their chest armors were fitted with misting vents in order to keep their skin moist.

\n

Society and Culture

\n

Selkath are native to the planet Manaan, the only naturally occurring source of the medical liquid referred to as kolto. The Selkath have leveraged this monopoly on maintain their neutrality, peddling their invaluable healing supplies to all comers.

\n

Manaan is an ocean planet is home to only one above-surface settlement, the floating Ahto City, built directly above Hrakert Rift, the most abundant source of kolto on Manaan. As bacta began to replace the inferior kolto on the galactic stage, Manaan fell from their previously respected position, shirking away their previous prestige and causing many Selkath to disappear from the galactic eye into isolationism and tribalism.

\n

Names

\n

Selkath names tend to have a flowing quality to it, like a stream of water. They rarely use surnames.

\n

  Male Names. Chata, Galas, Qual, Morgo, Shaelas

\n

  Female Names. Halsuna, Dolmas, Shasa, Ulsuru

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

\n

Age. Selkath reach adulthood in their late teens and live up to 100 years.

\n

Alignment. Selkath have been renowned for countless millenia for their careful preservation of neutrality. As such individuals tend towards the neutral balanced alignment, though there are exceptions.

\n

Size. Selkath typically stand between 4 and a half to 5 and a half feet tall and average 130 pounds. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Gift of the Progenitor. You know the temporary boost at-will tech power. When you reach 3rd level, you can cast the kolto pack tech power once per day. When you reach 5th level, you can also cast the kolto cloud tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Swim. You have a swimming speed of 30 feet.

\n

Venomous Claws. Selkath have a set of retractable, venom-tipped claws. These claws are a natural weapon which can be used to make unarmed strikes. They deal 1d4 poison damage. You can use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Languages. You can speak, read, and write Galactic Basic and Selkatha. Selkatha has a very moist and gurgling tone to it.

"},"skinColorOptions":{"value":"Blue, gray, green, pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green"},"distinctions":{"value":"Venom-tipped claws, artificial misting vents, cephalic lobes, three-digit hands, two-toed feet"},"heightAverage":{"value":"4'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Manaan"},"slanguage":{"value":"Selkatha"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Selkath","mode":"=","targetSpecific":false,"id":1,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"selkatha","mode":"+","targetSpecific":false,"id":8,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Selkath.webp"} {"_id":"CQynRq1eakOfEG2w","name":"Kubaz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Kubaz are distinctive for their short, prehensile facial snouts which were used for reaching insects within their hives. They have adapted to their sun-scorched, vegetation-deprived world by learning to survive off their world's native insect population. Filled with two rows of teeth for gnashing their food, the Kubaz trunk also functions as a highly sensitive nose. Due to living on their homeworld of Kubindi—a planet which orbits a blue star—Kubaz are highly sensitive to red wavelengths; when traveling to planets with a red or yellow star, Kubaz are forced to don protective eyewear to avoid damaging their sensitive eyes.

\n

Society and Culture

\n

The Kubazi society is based on a clan structure which dwell in underground nests. Ruled by a queen, each clan takes the name of their queen they are descended from. Developing a non-verbal language of hand gestures which indicated their intentions, Kubaz are able to speak Galactic Basic, though with a strong nasally accent. When interacting with other species, some Kubaz will share certain hand signals with non-Kubaz in order to ease communications. Obsessed with tact and decorum, the Kubaz place a high emphasis on the family unit and proper courtesies, displaying truthfulness to a fault. Valuing art and literature with such vigor as to sometimes practice smuggling of great works, the Kubaz do not find such pursuits to be wrong or unlawful. Due to their diet on Kubindi, the Kubaz have poor relations with sentient insectile species.

\n

Names

\n

Kubaz names are usually dominated by harsher sounds, but some names lean more melodic. Surnames are clan-based.

\n

  Male Names. Shaf, Rizor, Duldril, Kurn, Schnaldiz

\n

  Female Names. Zhanro, Dizi, Tavo, Agoz, Nuzrem

\n

  Surnames. Re, Eadzan, Hai, Khu'nar, Mairvuc, Va

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kubaz reach adulthood in their early teens and live less than a century.

Alignment. Kubaz' courteous nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Kubaz typically stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Art Obsession. Whenever you make an ability check related to the acquisition or location of art or valuables, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Deft Hand. You have proficiency in one of the following skills: Deception, Sleight of Hand, or Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Slicer. You have proficiency with the Technology skill and the slicer's kit.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Galactic Basic and Kubazian. Kubazian is comprised of a unique series of whirring, nasally syllables, causing Kubaz to have a high-pitched accent when speaking other languages.

"},"skinColorOptions":{"value":"Black, dark grey, or dark green"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Prehensile snouts, protective eyewear"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kubindi"},"slanguage":{"value":"Kubazian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kubaz","mode":"=","targetSpecific":false,"id":1,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kubazian","mode":"+","targetSpecific":false,"id":10,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"slic","mode":"+","targetSpecific":false,"id":11,"itemId":"CQynRq1eakOfEG2w","active":false,"_targets":[],"label":"Traits Tool Prof"}]}},"img":"systems/sw5e/packs/Icons/Species/Kubaz.webp"} -{"_id":"E0XFcluTiul7MInl","name":"Theelin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Theelin have three horns on either side of their face, hooved feet, brightly colored hair, and spotted, mottled skin. Many Theelins are noticeable for their sense of fashion, having shaped their hair into various extravagant hairstyles. Their facial horns are more than just ornamental, for they provide Theelin with an uncanny danger sense and act as miniature reverberation chambers that enhance their singing voices.

Society and Culture

Theelin often have artistic personalities, and many choose to become artists or performers. Theelin performers and artists are responsible for creating many of the Galactic Republic's greatest works of art. Many scholars of music recognize The Theelin Divas, an all-female religious order, as the greatest singers in the galaxy.

Names

Theelin receive one given name and one familial surname.

  Male Names. Bon, Hute, Klatt, Shug

  Female Names. Febull, Gooti, Latts, Pralln

  Surnames. Dow, Ninx, Razzi, Terez

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Theelin reach adulthood in their late teens and live less than a century.

Alignment. Theelin tend to be unpredictable and form attachments of opportunity. Accordingly, they tend toward chaotic alignments, though there are exceptions.

Size. Theelin typically stand between 5 and 6 feet tall and weigh 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Danger Sense. Theelin's facial horns gently vibrate near other creatures with elevated heart rates and/or an increased volume of stress hormones, thereby indicating who may be a threat. You cannot be surprised in combat by any organic beings within 60 feet of you. You also gain advantage on any Wisdom (Insight) checks.

Darkvision. You have keen eyesight, even in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Defiant. Theelin are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll 1d4 and add it to their roll (no action required). You can use this ability before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

Sonic Strike. Theelin can use their facial horns to store up sonic energy and release it as part of a melee attack. To use this action, you must first make a melee attack upon a target within your weapon's reach. On a hit, the target suffers the attack's normal effects plus 1d4 sonic damage upon impact.

Talented Performer. Theelin have a natural aptitude for singing that sounds pleasant to most species. You have proficiency with the Performance skill.

Technological Affinity. You have proficiency in the Technology skill and your choice of mechanic's kits, scavenger's kits, munitions kits, constructor's tools, or tinker's tools.

Languages. You can speak, read, and write Theelinese, Galactic Basic, and one other language of your choice.

"},"skinColorOptions":{"value":"Bronze, lavender, white"},"hairColorOptions":{"value":"Brightly colored"},"eyeColorOptions":{"value":"Blue, brown, green"},"distinctions":{"value":"Head horns, hooves, spotted and mottled skin"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+1d12\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Theelia"},"slanguage":{"value":"Theelinese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Theelin","mode":"=","targetSpecific":false,"id":1,"itemId":"E0XFcluTiul7MInl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"E0XFcluTiul7MInl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"E0XFcluTiul7MInl","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"E0XFcluTiul7MInl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"E0XFcluTiul7MInl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"E0XFcluTiul7MInl","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"E0XFcluTiul7MInl","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"E0XFcluTiul7MInl","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"E0XFcluTiul7MInl","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Theelinese","mode":"+","targetSpecific":false,"id":10,"itemId":"E0XFcluTiul7MInl","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Theelin.webp"} {"_id":"ELH8899fqDlpo706","name":"Bith","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bith are craniopods with pale pink, yellow, or green skin, large heads, large lidless eyes, toeless feet, and long fingers. Their thumb and small finger were both fully opposable. The bith's internal systems are different from most humanoids, as the bith have only one lung, and exhale through their skin. Bith also lack a proper nose, instead having highly sensitive olfactory organs hidden in the skin-flaps of their cheeks. The other bith senses are also acute. Bith can sense the tonal qualities of sound as well as other species sensed colors. Their eyes, as big as a Menahuun's, can see microscopic details of nearby objects, but are extremely nearsighted as a result. An interesting side effect of their incredible sensors is the effect of sonic grenades, or screamers, on them. It is described as causing their heads to explode. Similarly, bith have high manual dexterity which helps them manipulate fine tools, though their physical prowess with gross motor skills was only average.

\n

Society and Culture

\n

Bith are one of the galaxy's most ancient civilizations, with a history going back millions of years. This antiquity garners respect in certain quarters, such as among the Gree, who gave them more respect than other, \"younger\" species. Their society is highly regimented, with everything from mate selection to political leadership controlled by sophisticated computer programs.

\n

Names

\n

Bith names are quite diverse. Some names look complicated and difficult to pronounce, while others are quite simple.

\n

Male Names. Fedu, Jenkiss, Kabadons, Ph'teumkiass

\n

Female Names. Duhia, F'hubama, R'hothal, Thidus

\n

Surnames. D'intes, Hern, K'sarorn, Nimum, Rumo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Bith reach adulthood in their late teens and live less than a century.

\n

Alignment. Biths' benevolent nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Bith typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Musician. You are proficient in one musical instrument of your choice.

\n

Programmer. Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.

\n

Languages. You can speak, read, and write Galactic Basic, Bith, and one more language of your choice.

"},"skinColorOptions":{"value":"Green, pink, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Large cranium, acute senses of smell and hearing"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Clak'dor VII"},"slanguage":{"value":"Bith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.details.species","value":"Bith","mode":"=","targetSpecific":false,"id":5,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.languages.value","value":"Basic","mode":"+","targetSpecific":false,"id":6,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"Bith","mode":"+","targetSpecific":false,"id":7,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":8,"itemId":"ELH8899fqDlpo706","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Bith.webp"} {"_id":"ERcr4XP2zgzBaokE","name":"Chevin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chevin have long snouts which hang down nearly to their ankles. Combined with their intellect, this makes them skilled hunters of animals such as backshin, because they can smell out their prey or feed while keeping their eyes on the horizon. It is also their hunting prowess which allowed them to dominate their homeworld and conquer the Chevs. Chevin have thick legs, massive wide bodies, thin rope-like tails, and arms so long their three-fingered hands often brushed the ground.

\n

Society and Culture

\n

Chevin live in small, mobile communities, with homes mounted on great wheeled carts. Even after they gained access to galactic technology, they continued to live as nomads (though more affluent Chevin mounted their lodges on large repulsorlift vehicles instead.) Their Chev slaves are usually forced to follow on foot. Nomadic groups of Chevin keep in touch via comlinks, and often converge on a single location to deal with danger.

\n

The only Chevin settlements that stay in place for more than one standard month are the Government Villages, where Chevin dictators live with their hand-picked advisors. Even these settlements are movable when necessary. Each of the roughly two dozen Government Villages rules a Chevin nation.

\n

Names

\n

Chevin names do not vary significantly based on gender. Surnames are based on community.

\n

  First Names. Buula, Ephant, Perre, Phylus, Reseros

\n

  Surnames. Meh, Mon, Nen, Needmo, Phrusaani

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Chevin reach adulthood in their thirties and live up to 200 years.

Alignment. Chevin warmongering and slavetrading cause them to tend toward the dark side, though there are exceptions.

Size. Chevin stand between 6 and 8 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Nomadic. You are proficient in Survival.

Thick Skull. Your skull is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Languages. You can speak, read, and write Galactic Basic and Chevin. The Chevin language is characterized by grunts and low-pitched rumblings. Chevin typically have deep voices, even when speaking Basic.

"},"skinColorOptions":{"value":"Grey"},"hairColorOptions":{"value":"Black, brown, blond, grey, or white (usually with age)"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Stocky build, large heads, long snouts, long arms, three-fingered hands, four-toed feet"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"170 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Vinsoth"},"slanguage":{"value":"Chevin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chevin","mode":"=","targetSpecific":false,"id":1,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chevin","mode":"+","targetSpecific":false,"id":9,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chevin.webp"} {"_id":"F68MnYTcQtyxIwlI","name":"Harch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Harch possess a large-fanged mouth between two prominent chelicerae, above which they have six red eyes arranged in a semicircle. The two lowest eyes are larger and roughly twice the size of the four smaller eyes. Harch walk on two legs and have six arms, with the second and third set of arm protruding from behind the first pair rather than directly above or below them. These arms are covered in thick hair and end in three-fingered hands. The Harch are distantly related to the Aqualish species and there is much debate among geneticists regarding the relationship between the Harch and the Aqualish Ualaq subspecies. However, the Harch themselves considered such discussions to be obscene.

\n

Society and Culture

\n

Not much is known about the Harch, as few of them have mingled with the galactic community, preferring to stay on Secundus Ando. Harch that leave the planet tend to have a more aspirant nature than their fellows, and often reach great heights in their chosen professions in the galaxy. Such Harch are considered outliers—most apparently care little for titles. Like the Arcona species, female Harch are seen as more domineering and aggressive than their male counterparts. It is not unheard of for a male Harch to raise entire broods of hatchlings alone.

\n

Names

\n

Harch names are not gender-specific. Harch do not use surnames.

\n

  Names. Cubach, Quixoch, Trench, Turch

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Intelligence scores increase by 1.

\n

Age. Harch reach adulthood at age 10 and can live up to 200 years.

\n

Alignment. Harch are cold, calculating beings, causing them to tend toward the dark side, though there are exceptions.

\n

Size. Harch stand around 6 feet tall and weigh between 200 and 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier kinetic damage.

\n

Six-Armed. Harch have six arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

\n

Spider Climb. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing, and while climbing you always have two hands free.

\n

Venomous Fangs. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is poisoned until the end of its next turn, and you can't use this feature again until you complete a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Harchese. Harchese is discernible from other insectoid languages by a noticeable emphasis on consonants, especially the \"ch\" sound.

"},"skinColorOptions":{"value":"Pale pink"},"hairColorOptions":{"value":"Brown, black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Spider-like with six eyes, eight limbs and chelicerae"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Secundus Ando"},"slanguage":{"value":"Harchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Harch","mode":"=","targetSpecific":false,"id":1,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"harchese","mode":"+","targetSpecific":false,"id":10,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Harch.webp"} @@ -35,40 +30,29 @@ {"_id":"Gm36EJaO9DLRf1PL","name":"Chironian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The chironian lower body has four legs, similar to that of a horse, and each ends in a dainty, cloven hoof. A chironian can sit down by folding his or her horse-like legs underneath the body. Chironians can also kick backward with both hind legs; this strong kick is sufficient to knock over other beings. A chironian's pace can vary between a walk, a canter, and a gallop.

\n

Each year, chironian heads grows two horns above the temples. These horns start as small knobs covered by red-furred velvet: a vascular tissue. Once the knobs have grown sufficiently, they break through the velvet naturally, emerging as transparent horns, as bright as diamond, cool to the touch and with smooth ridges. However, if the velvet is cut artificially, chironians can die from the injury. Over time, the horns grow long and sharp enough that adolescent chironians can use them to gore opponents.

\n

Society and Culture

\n

Chironians express emotions through the mannerisms of their hooves: when impatient, they stamp them; when excited, they tap them in a quick dance, or canter in a spot. The centauriforms frequently shake their heads and manes, and when angry, their faces flush a deeper shade. Young chironians, when frightened, are known to rub or press their velvet-covered horns against the foreheads of other beings to whom they are emotionally close.

\n

Names

\n

Chironian names are soft and melodic, despite the thick nature of their native language. Important family names are passed down through generations. They don't use surnames.

\n

  Male Names. Jefin, Slaturn, Cinall, Leathes

\n

  Female Names. Olachi, Luna, Sinall, Trespen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chironians reach adulthood in their late teens and live less than a century.

\n

Alignment. Chironians tend toward no particular alignment. The best and worst are found among them.

\n

Size. Chironians typically stand 6 to 8 feet tall and generally weigh about 600 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 40 feet.

\n

Cultured. You have proficiency in the Lore skill.

\n

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. Additionally, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

\n

Hooves and Horns. Your hooves (and depending on your age, horns) are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Powerful Charge. If you move at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Chironan. Chironan is characterized by its soft, melodic sounds.

"},"skinColorOptions":{"value":"Brown, gold, or red"},"hairColorOptions":{"value":"Black, brown, gold, or red"},"eyeColorOptions":{"value":"Red to gold"},"distinctions":{"value":"Two transparent horns, centauriform"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"450 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Chiron"},"slanguage":{"value":"Chironan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chironian","mode":"=","targetSpecific":false,"id":1,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"40","mode":"=","targetSpecific":false,"id":5,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chironan","mode":"+","targetSpecific":false,"id":8,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chironian.webp"} {"_id":"HIdsJ1LwAwfXBlTb","name":"Killik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Killiks possess a strong chitinous exoskeleton that is glossy and greenish with their carcasses capable of surviving thousands of years of erosion as seen by the colonists of Alderaan. The exoskeleton also contains a number of spiracles which served as their way of breathing. Typically, these Human-sized hive creatures have four arms with each ending in a powerful three-fingered claw. They stand on two stout legs that are capable of leaping great distances. Killiks can communicate with other Killiks through use of pheromones.

\n

Society and Culture

\n

The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Killiks are also peaceful in nature. Their telepathic connection is capable of extending to other species which includes non-insectoids. A willing creature can submit to this telepathy to become a Joiner. They effectively become another vessel of the hive mind. Killiks lose connection to their hive mind at great distances. Those who voluntarily leave the hive mind are referred to as Leavers. It is rare that they are allowed to rejoin their hive without reason.

\n

Names

\n

Killiks are a hive-mind insectoid that typically don't use names. On the off chance they do, it's usually an incomprehensible series of clicking noises. They are receptive to nicknames given by others.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Killiks reach adulthood in their 40s and live an average of 200 years.

Alignment. Killiks' willingness to brainwash or kill their enemies cause them to tend towards the dark side, though there are exceptions.

Size. Killiks stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Killiks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Killik. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, chestnut, green, red, scarlet, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or orange"},"distinctions":{"value":"Chitinous armor, mandibles projected from face, four arms ending in long three toed claws protrude from their torsos"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alderaan"},"slanguage":{"value":"Killik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Killik","mode":"=","targetSpecific":false,"id":1,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"killik","mode":"+","targetSpecific":false,"id":8,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Killik.webp"} {"_id":"HbzqZVIWuDLq1BCe","name":"Ithorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ithorians have two mouths and four throats, allowing them to speak in stereo. Female Ithorians have two humps on the back of their head, while males have only one. They have glossy, usually brown flesh. Their reflexes and coordination are somewhat slower than that of average humanoids.\r\n\r\nIn addition to allowing them to speak their unique stereophonic language, the Ithorians' four throats also have the ability to violently expel air, resulting in a deafening and potentially concussive scream. Despite this fact, most Ithorians go their entire lives without ever resorting to violence, and so the ability remained relatively ambiguous.

Society and Culture

Ithorians worship the \"Mother Jungle,\" a spiritual entity embodying the lush, tropical ecology of their world, Ithor. They are generally devoted environmentalists, staunch herbivores, and complete pacifists, devoting much time to contemplating their ecology, studying plants and their uses and the overall respecting of all living things. Most Ithorians never set foot on their own planet, instead living in floating cities above their world called herdships. Only three of their continents have been explored and harvested, the other two never having been touched by Ithorian hands. They demonstrate extreme belief in the protection and sustaining of their environment as dictated by their \"Law of Life.\"

Names

Ithorian names are quite varied in length but most names are soft and melodic. They are often difficult to prounounce by other species, so many Ithorians adopt nicknames.

  Male Names. Del, Gizorthej, Pexxocl, Steorthibs

  Female Names. Binshe, Dhu'sha, Mul, Slosh, Vlo

  Surnames. Afleehl, Crukid, Tondand, Wamunn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Ithorians reach adulthood in their late teens and live an average of 85 years.

Alignment. Ithorians tend toward the light side, though there are exceptions.

Size. Shorter Ithorians stand around 6 feet while taller reach over 7 and a half. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Ithorians have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Sonic Resistance. Ithorians have resistance to sonic damage.

Sonic Scream. You can use your action to violently expell air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs.

Languages. You can speak, read, and Ithorese . You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, dark red or green"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Black or blue"},"distinctions":{"value":"Curved neck, two mouths, aural flaps, locomotion tubes, throat sack"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"135 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ithor"},"slanguage":{"value":"Ithorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ithorian","mode":"=","targetSpecific":false,"id":1,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"Sonic","mode":"+","targetSpecific":false,"id":6,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ithorese","mode":"+","targetSpecific":false,"id":8,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ithorian.webp"} -{"_id":"IrwENWlSMn8VR6HU","name":"Viraanntesse","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Viraanntesse are ten-legged crustacean-like beings who use six legs to walk, while the other four function as arms. They possess four beady eyes and two sets of mandibles, as well as thick, hard carapaces covered in massive spikes and encrusted with barnacles. The species' frequent comparison to crabs tends to raise the ire of its members, who are proud of their advanced state of evolution in contrast with the more diminutive crustaceans.

\n

Society and Culture

\n

A proud race of crustacean-like warriors, the Viraanntesse are a people comprised of proud warriors and unflinching commanders. Viraanntesse culture places a strong emphasis on honor and duty to the point of exhibiting prickly pride and taking umbrage at even the most minor slights. Viraanntesse society has grown increasingly militaristic during recent centuries, largely due to increased slaver activity in their home system. With the frequency of slaver attacks on Vvaw, many Viraanntesse find themselves forced to work as underworld gladiators. Those who escape or are freed typically find work as mercenaries or in law enforcement.

\n

Names

\n

Viraanntesse typically receive one, non-gendered, disyllabic given name filled with hard consonants.

\n

  Names. Jmmaar, Kronaak, Tronatt, Virnaak

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

\n

Age. Viraanntesse reach adulthood in their mid-twenties and live to be more than 150 years old.

\n

Alignment. Viraanntesse cultivate a firm reliance on responsibility and order in their lives. Accordingly, they tend toward the lawful light side, though there are exceptions.

\n

Size. Viraanntesse typically stand about 10 feet tall and weigh 400 lbs. Regardless of your position in that range, your size is Large.

\n

Speed. Your base walking speed is 35 feet.

\n

Amphibious. You can breathe both air and water.

\n

Chitinous Exoskeleton. Viraanntesse's exoskeleton provides a bonus as natural armor. When you are not wearing armor, your AC is 13 + your Dexterity modifier.

\n

Extra Arms. Viraanntesse can hold up to four items or weapons at a time. This ability does not grant extra attacks; however, it does mean Viraanntesse can wield two two-handed weapons at a time.

\n

Hexapedal. Viraanntesse's six legs grant them resistance to attempts to knock them prone. When taking damage from an attack that would normally knock a target prone, you may roll a contested Dexterity check (against the assailant's Strength) with advantage. A successful check allows you to avoid being knocked prone.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Military Training. You gain the Martial Adept feat at Level 1. You also gain proficiency in all armor, blasters, and vibroweapons, regardless of your class.

\n

Pincers. Viraanntesse's pincer-hands provide them with natural weapons at all times. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Viraannese.

"},"skinColorOptions":{"value":"Brown, orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Six-legged, four arms, large pincers"},"heightAverage":{"value":"9'10\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"350 lb."},"weightRollMod":{"value":"x(1d10) lb."},"homeworld":{"value":"Vvaw"},"slanguage":{"value":"Viraannese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Viraanntesse","mode":"=","targetSpecific":false,"id":1,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"lg","mode":"=","targetSpecific":false,"id":4,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all armor","mode":"+","targetSpecific":false,"id":9,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":10,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":11,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.custom","value":"Viraanntesse","mode":"+","targetSpecific":false,"id":12,"itemId":"IrwENWlSMn8VR6HU","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Viraanntesse.webp"} {"_id":"J63s4PYWmcsQ7nfL","name":"Besalisk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Male Besalisks' heads sported prominent crests and four arms hung at their sides; females of the species could have as many as eight arms, but like Humans had a primary hand and a limited range of functionality with the others. The addition of the extra appendages required a hearty metabolism, and these bulky beings were able to store food and water for many days, and if the need arose, they could survive for long periods without either. Scruffy sensory whiskers lined the area below their noses, just above the robust wattle most adult Besalisks possessed.

\n

Society and Culture

\n

Because of Ojom's harsh environment, large cities were never developed on the world; instead small communes of about a thousand families claim territories around the world and are each led by an elected leader. The communes have a strict policy of keeping the size of their groupings equal to avoid conflict. When too many families grow in one area, the leader would ask certain families to break away and start a new community on another glacier. While not involved in galactic politics and because they do not produce any of their own technology, the Besalisks established large orbital space stations where offworlders could come to do business. Any violence on these stations is committed by offworlders as Besalisks avoid confrontation and focus on trading and making deals.

\n

Names

\n

Besalisk names are generally words that embody them, with a surname attached to their commune.

\n

  Male Names. Darius, Dexter, Plun, Pong

\n

  Female Names. Delia, Mora, Ren, Teen

\n

  Surnames. Jettster, Kil, Krell, Ugg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Besalisks reach adulthood in their early teens and generally live to be about 70.

Alignment. Besalisks tend toward no particular alignment. The best and worst are found among them.

Size. Besalisks tower over almost all other species, with the smallest standing at 6 feet tall and weighing 200 lbs., and the largest approaching 8 feet tall and 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Besalisks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Galactic Basic and Besalisk.

"},"skinColorOptions":{"value":"Brown or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bony headcrest, four arms, inflatable wattle"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Ojom"},"slanguage":{"value":"Besalisk"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Besalisk","mode":"=","targetSpecific":false,"id":1,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"besalisk","mode":"+","targetSpecific":false,"id":7,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Besalisk.webp"} {"_id":"JQTyulcDfIjFia29","name":"Echani","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Echani are characterized by their white skin, hair, and eyes, and their remarkable tendency to look very much alike one another to outside observers, particularly amongst family members. It is thought that their origins stem from Arkanian experimentation on the human genome, a hypothesis that could explain their physical conformity.

Society and Culture

A matriarchal, caste-based society originating from the Inner Rim world of Eshan, the echani spread to encompass a confederacy of six worlds including Bengali and Thyrsus, known as the Six Sisters, governed by the all-female Echani Command. \r\n\t\r\nEchani generals are sometimes seen by others as having the ability to predict their opponent's next move. This is no biologicial trait inherent to the species, but rather stems from the fact that combat is so ingrained into every level of echani culture; the echani hold to the idea that combat is the truest form of communication, and to know someone fully, you must fight them. While their combat rituals require complete freedom of movement and unarmed martial arts, in warfare, they tend towards light armor and melee weapons, and are considered excellent craftsmen of such.

Names

Echani names tend to lack hard consonants, but are otherwise as variable as human ones. Echani surnames are tied directly to their place in the caste system.

  Male Names. Caelian, Inarin, Losor, Uelis, Yusanis

  Female Names. Astri, Brianna, Isena, Raskta, Senriel

  Surnames. Authal, Elysi, Fenni, Kinro, Lsu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Echani reach adulthood in their late teens and live less than a century.

Alignment. Echani culture's emphasis on honor and combat cause them to tend towards lawful alignments, though there are exceptions.

Size. Echani stand between 5 and a half and 6 feet tall and weigh around 150 lbs, with little variation between them. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Allies of the Force. Whenever you make a Wisdom (Insight) check against someone you know to wield the Force, you are considered to have expertise in the Insight skill.

Unarmed Combatant. Your unarmed strikes deal 1d6 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Echani Art. If a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target's Charisma (Deception). On a success you learn one of the following traits about that creature: it's Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest.

Combative Culture. You have proficiency in Lore and Acrobatics.

Martial Upbringing. You have proficiency in light armor, and gain proficiency with two martial vibroweapons of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.

"},"skinColorOptions":{"value":"Pale tones"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Silver"},"distinctions":{"value":"Fair skin, white hair and eyes, remarkable familial similarity."},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Eshan"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Echani","mode":"=","targetSpecific":false,"id":1,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":8,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Echani.webp"} {"_id":"K2ocmGZoIOkZ2FIa","name":"Lasat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A humanoid sentient species, Lasats are notable for their impressive height, strength, and agility, with their muscular digitigrade legs enabling them to run faster, jump higher and farther, and move more quietly than humans. Their large finger pads and prehensile toes assist them in climbing. In addition, their large eyes and ears afford them superior sight and hearing over humans. They had the strength to open a powered-down blast door. A height of two meters tall was considered below-average for a Lasat.

Society and Culture

Lasat society is held together by a long-standing oral tradition, featuring clever and stealthy heroes. Within the species, those with fighting skills are highly respected, often being members of the Lasan High Honor Guard, a group of highly trained, highly intelligent warriors sworn to protect their homeworld of Lira San. Bo-rifles are a long-standing tradition in Lasat culture, used exclusively by the Honor Guard of Lasan. The warrior way of the Lasat is the Boosahn Keeraw. When a Lasat is bested by a superior opponent in combat, they would give them their weapon.\n\nFacial hair is an important status symbol in Lasat culture. Those with green eyes and prominent purple stripes are considered to be attractive by others of their species. Juvenile Lasat are noted to climb tree branches.

Names

Lasat names tend to be melodic, with the occasionally harsh tone sprinkled in. Surnames are born by communities within Lasat culture rather than individual families.

  Male Names. Brob, Drim, Krus, Parred, Volares

  Female Names. Denazo, Gume, Hado, Zanisa

  Surnames. Dragarr, Ellias, Krod, Roleb, Vuzan","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Lasats reach adulthood in their late teens and live less than a century.

\n

Alignment. Lasat' honorable tendences cause them to tend toward lawful light side, though there are exceptions.

\n

Size. Lasats tower over other species, averaging 7 feet tall and weighing over 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Bo-rifle Training. You have proficiency with blaster rifles and vibrostaffs.

\n

Climbing. You have a climbing speed of 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Languages. You can speak, read, and write Galactic Basic and Lasat, a language whose r's are difficult to replicate by most other species.

"},"skinColorOptions":{"value":"Grey or purple"},"hairColorOptions":{"value":"Purple or grey (with age)"},"eyeColorOptions":{"value":"Green"},"distinctions":{"value":"Impressive height, strength, and agility"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"160 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lira San"},"slanguage":{"value":"Lasat"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lasat","mode":"=","targetSpecific":false,"id":1,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifles","mode":"+","targetSpecific":false,"id":6,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrostaffs","mode":"+","targetSpecific":false,"id":7,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lasat","mode":"+","targetSpecific":false,"id":11,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Lasat.webp"} -{"_id":"KkNOPS9NZWEutbA3","name":"Bimm","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Bimms are diminutive sentient mammalians with floppy ears and short fur from head to toe. Their faces feature long muzzles and small black eyes, and their hands possess three fingers and one opposable thumb.

Society and Culture

The Bimms have a reputation as a peaceful, hospitable people. Their openness to outsiders is such that off-worlders are treated as honored guests. The Bimm greeting ritual involves a reception line that each visitor walks through. In complete silence, each Bimm in line reaches out and gently touches each visitor's head, arm, or back. More important visitors attract correspondingly large crowds in the procession. This honor does not extend to armed visitors, however, who are expected to leave their weapons behind.

The Bimms are born merchants, hagglers, and shoppers. They love business dealings and do not consider a day complete if they have not engaged in a spirited round of haggling or found a good deal at a wholesaler or market outlet. They consider fair dealing a point of honor, and stealing and shoplifting is viewed as a crime on the magnitude of murder.

Names

Bimms receive a given name at birth and a second name, usually chosen in honor of a favorite ancester or epic hero from a cherished ballad or story.

  Male Names. Bonger, Ginder, Haki, Rycar

  Female Names. Fanlee, Maffa, Prissa, Sindee

  Surnames. Anjuba, Dinaalu, Hoolin, Ryjerd

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

Age. Bimms reach adulthood in their late teens and live to be more than 130 years old.

Alignment. Bimms are a mild and polite species that abhors criminal and violent behavior. Accordingly, Bimms tend toward the lawful light side, though there are exceptions.

Size. Bimm typically stand approximately 3 feet tall and weigh 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Business Savvy. A common trait of all Bimms is their expert business sense and their ability to haggle any deal. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.

Keen Hearing. You have advantage on Wisdom (Perception) checks that involve hearing.

Musical Language. Bimmini is spoken as a harmonious singsong that sounds more like a collection of ballads than a standard form of communication. You have proficiency in Performance.

Shrewd Demeanor. You have advantage on all Wisdom (Insight) checks involving business transactions.

Undersized. Your small stature makes it hard for you to wield large weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Bimmini and Galactic Basic.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"Tan or black"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Floppy ears, fur covered, shrewd businesspeople"},"heightAverage":{"value":"3'0\""},"heightRollMod":{"value":"+1d6\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x(1d4) lb."},"homeworld":{"value":"Bimmisaari"},"slanguage":{"value":"Bimmini"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Bimm","mode":"=","targetSpecific":false,"id":1,"itemId":"KkNOPS9NZWEutbA3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"KkNOPS9NZWEutbA3","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"KkNOPS9NZWEutbA3","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"KkNOPS9NZWEutbA3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"KkNOPS9NZWEutbA3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"KkNOPS9NZWEutbA3","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"KkNOPS9NZWEutbA3","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.languages.custom","value":"Bimmini","mode":"+","targetSpecific":false,"id":8,"itemId":"KkNOPS9NZWEutbA3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"KkNOPS9NZWEutbA3","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Bimm.webp"} {"_id":"LJzk1qex3LPX23D6","name":"Gotal","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gotals possess cranial horns as receptors to sense electromagnetism and other energy emissions. These nerve-ending filled cones can sense the natural electromagnetic fields produced by Antar 4's magnetite-rich crust, allowing the species to operate even in total darkness. Their senses also pick up the electromagnetic auras from other life forms. When close to their hunting targets, they can ascertain information on its mood, awareness, and state of mind. Electronic devices can also be sensed by Gotals; in fact, most droids give off enough electromagnetic emissions to at least annoy a Gotal, and at worst to seriously disorient the horned beings, making them notoriously distrustful of droids. Gotals rely heavily on their cones, with their eyesight and hearing being quite weak, and their sense of smell almost completely absent.

Society and Culture

Since their natural empathy makes them instantly sensitive to the feelings of others, Gotals have little use for government or laws on their homeworld, resulting in problems when dealing with other societies. No central authority figure can speak for Antar 4 as a whole in a crisis, and no organized Gotal military or police force can act on their behalf. Other species respect the Gotals for their discretion and restraint, but some individuals fear interacting with the horned beings for fear of having their emotional state revealed to others.

Names

Gotal names are quite guttural, though there are also many harsher tones within their names. Gotal names do not vary significantly based on gender, and surnames are familial.

  First Names. Thon, Fern, Fuu'rash, Jir, Vluphol

  Surnames. Gratlul, Klux, Vathon, Zilat, Krigh, Rahxem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

Age. Gotals reach adulthood in their late teens and live less than a century.

Alignment. Gotals' polite and respectful nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Gotals typically stand 6 to 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Energy Sensors. Gotals perceive the environment around them through use of electromagnetic sensors held in their cranial horns. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.

Hunter. You are proficient in Survival.

Natural Empathy. Gotal's electromagnetic sensors allow them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Languages. You can speak, read, and write Galactic Basic and Antarian. The Antarian language is characterized by growls and clicking noises at various volumes.

"},"skinColorOptions":{"value":"Grey, brown, or black"},"hairColorOptions":{"value":"White, grey, or brown"},"eyeColorOptions":{"value":"Red, orange, yellow, grey, green, or black"},"distinctions":{"value":"Full body fur, flat noses, head cones"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Antar 4"},"slanguage":{"value":"Antarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gotal","mode":"=","targetSpecific":false,"id":1,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Blindsight (30 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"antarian","mode":"+","targetSpecific":false,"id":8,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Gotal.webp"} {"_id":"M5XN9RBikORVr3jS","name":"Klatooinian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Klatooinians are a humanoid species with canine features, having short muzzles over toothy overbites. They are also notable for their heavy brows and ridges along the tops of their heads.

Society and Culture

For centuries, klatooinians have been slaves to the hutts, whom they view as almost godlike, immortal beings. Although the hutts allow a council of elders to rule on Klatooine, all off-world affairs are wholly under hutt control. Under the hutts, the klatooinians serve as soldiers and guards. Even those klatooinians who do not serve the hutts are often employed as hired muscle by other masters.\r\n\r\nKlatooinian society was known for a strong belief in tradition and the wisdom of the elders, although some younger klatooinians rebelled against this norm and sought out freedom from enslavement. Others attempted to gain their own fortunes as smugglers, pirates, bounty hunters, or raiders.

Names

Klatooinian names are often derived from the names of great heroes and historical figures. Surnames are familial, and are usually shorter than klatooinian given names.

  Male Names. Barada, Castas, Sta-Den, Tarados

  Female Names. Gelis, Petkara, Sterasi, Yelmith

  Surnames. Eek, Gort, Gon, Ovin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1.

Age. Klatooinians reach adulthood in their late teens and can live as long as 90 standard years.

Alignment. Klatooinian society encourages reverence for tradition and an inclination towards violence, causing them to tend toward lawful dark side, though there are exceptions.

Size. Klatooinians typically stand around 6 feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Enforcer. You are proficient in the Intimidation skill. When you take the Help action to give an ally advantage on an Intimidation check, they gain a bonus to the roll equal to your proficiency bonus.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Weapon Training. Klatooinians are trained to fight from a young age. You have proficiency in two martial vibroweapons of your choice.

Wisdom of the Elders. You are proficient in the Lore skill.

Languages. You can speak, read, and write Galactic Basic, Klatooinian, and Huttese. Klatooinian is a gutteral, barking language, with many loanwords adopted from Huttese over the centuries.

"},"skinColorOptions":{"value":"Green, gray, brown"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown, black, gray"},"distinctions":{"value":"Heavy brows, short canine muzzles"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Klatooine"},"slanguage":{"value":"Huttese, Klatooinian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Klatooinian","mode":"=","targetSpecific":false,"id":1,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"klatooinian","mode":"+","targetSpecific":false,"id":10,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":11,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Klatooinian.webp"} {"_id":"MzXJ5OOAH7rA9ye2","name":"Shistavanen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Shistavanen have pronounced muzzles, sharp claws, long pointed teeth, and pointed ears set on top of their heads. Shistavanen also possess large glowing eyes, and can also run at high speeds for long periods without getting tired, alternately using two or four limbs. As predators, they possess keen hearing and smell and excellent night vision.

Society and Culture

As a species, the Shistavanen are isolationists. The species colonized all the unpopulated worlds in the Uvena system to prevent them from being settled by non-Shistavanen, and their restrictive trade laws (which are unapologetic in how they favor their own kind over off-world traders). Most of their society uses technology similar to the rest of the galaxy, though some parts of Uvena Prime use slightly less sophisticated technology.\r\n\r\nA minority of Shistavanen are more outgoing, and travel the galaxy's hyperlanes. Even these Shistavanen usually remain by themselves or with other Shistavanen. Due to their natural predatory instincts, Shistavanen commonly find employment as scouts, mercenaries and bounty hunters. Many other species react badly to Shistavanen, since their isolationist culture makes them an unfamiliar sight, and their predatory appearance put other species on edge.

Names

Shistavanen first names typically sound graceful, while their surnames are more gutteral. Surnames are familial.

  Male Names. Bustuc, Hulvav, Kembol, Nemdav, Sirul

  Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim

  Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Shistavanen reach adulthood in their late teens and live less than a century.

Alignment. Shistavanen are private and tend toward no particular alignment. The best and worst are found among them.

Size. Shistavanen typically stand around 6 feet tall and weigh between 140 and 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fang and Claw. You are proficient with your fangs and claws, which deal 1d4 kinetic damage on a hit.

Forced March. Shistavanen are able to maintain a fast pace longer than other species. Shistavanen have advantage on Constitution saving throws made to avoid Exhaustion due to prolongued travel, as described in Chapter 8.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Shistavanen. The Shistavanen language is characterized by its barks and growls.

"},"skinColorOptions":{"value":"Black or light to dark brown"},"hairColorOptions":{"value":"Black, light to dark brown, grey (usually with age)"},"eyeColorOptions":{"value":"Black or gray"},"distinctions":{"value":"Lupine appearance, enhanced senses, increased speed, increased strength, healing ability"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Uvena Prime"},"slanguage":{"value":"Shistavanen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Shistavanen","mode":"=","targetSpecific":false,"id":1,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"shistavanen","mode":"+","targetSpecific":false,"id":8,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Shistavanen.webp"} -{"_id":"N2i8DXwMIeEPeTKS","name":"Holwuff","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Holwuffs are large, strongly built, lupine humanoids with small tusks protruding from their upper jaws. Much of their thick hides, with the exception of their faces, is covered in coarse brown or gray fur. Their heads feature long, blunted snouts and large ears that end in points.

\n

Society and Culture

\n

Holwuffs are driven craftsmen who relish artistically expressing themselves through technology. They tend to enjoy reverse engineering existing technology and giving it an elegance thought unachievable in the mundane. Their people are renowned throughout the galaxy as being able to craft the finest luxury technology items. Many of the rich among the upper class contract Holwuff specialists to create personalized, functional works of art. These fine works range from items as small as Comlinks to as large as star cruisers. The entire planet’s economy is dependent on this niche market, and the Holwuff people are masters at plying their trade. Holwuffs are very cultured, and live lives filled with art.

\n

Holwuffs belong to various packs that include several generations of extended family and non-related individuals deemed members. Although their sense of kinship is strong, they frequently allow corporate interests to outweigh their commitments to relatives or pack allies.

\n

Names

\n

Holwuffs receive one given name and take their pack's name as a surname.

\n

  Male Names. Comnat, Fowdli, Polvar, Soklan

\n

  Female Names. Brofmal, Dodrav, Lopnac, Rogwa

\n

  Surnames. Jodana, Motala, Tolgawa, Wodrata

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

\n

Age. Holwuffs reach adulthood in their late teens and live to more more than 80 years old.

\n

Alignment. Holwuffs are generally good but sometimes act selfishly to protect their business interests. Accordingly, they tend toward balanced alignments, though there are exceptions.

\n

Size. Holwuffs typically stand 7 1/2 feet tall and weigh 250 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aesthetic Artificer. Holwuffs are famous for turning mundane devices into works of exquisite art. You gain proficiency in one Artisan's tool of your choice.

\n

Bite. Holwuffs have powerful jaws and small tusks that they can use as natural weapons to make unarmed attacks. If you hit with them, you do kinetic damage equal to 1d6 + your Strength modifier.

\n

Heightened Senses. You have advantage on all Wisdom (Perception) checks pertaining to hearing or smell.

\n

Hide. You have a thick hide. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Technological Affinity. You have a mind eager to consume knowledge of a wide variety of devices and machines. You gain proficiency in the Technology skill; if you would already have proficiency, you gain expertise instead.

\n

Tech Dabbler. You know the on/off at-will tech power, regardless of your class. When you reach 3rd level, you can cast the scramble interface tech power once per day. When you reach 5th level, you can also cast the shutdown tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Languages. You can speak, read, and write Galactic Basic and Alligan.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Brown, gray"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Fur-covered, small tusks, long snout"},"heightAverage":{"value":"6'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"240 lb."},"weightRollMod":{"value":"x(1d4) lb."},"homeworld":{"value":"Alliga"},"slanguage":{"value":"Alligan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Holwuff","mode":"=","targetSpecific":false,"id":1,"itemId":"N2i8DXwMIeEPeTKS","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"N2i8DXwMIeEPeTKS","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"N2i8DXwMIeEPeTKS","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"N2i8DXwMIeEPeTKS","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"N2i8DXwMIeEPeTKS","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"N2i8DXwMIeEPeTKS","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"N2i8DXwMIeEPeTKS","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"N2i8DXwMIeEPeTKS","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Alligan","mode":"+","targetSpecific":false,"id":9,"itemId":"N2i8DXwMIeEPeTKS","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Holwuff.webp"} {"_id":"NZ2xK7COFF1YoQgR","name":"Felucian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Felucians are a tall, bipedal species. Both their arms and legs end in four, large webbed digits with suction-cup fingertips. Springing from the underside of each forearm is a second short arm, ending in three large and agile fingers. A Felucian's head is a thick mass of long flexible tendrils featuring illuminated tips. The eyes and mouth appear as black holes or openings within this mass.

Society and Culture

Felucians are mysterious sentient beings native to the vast fungal swamps and jungles of Felucia. Though Felucia has long been colonized, the native Felucians avoided notice by living deep in the jungle. Such seclusion was easily maintained. Even the hardiest of colonists were loath to brave the perils of the dangerous wilderness without cause.\n\nThe Felucians are an unusual, amphibious species. They are highly adapted to surviving the wilds of their home planet, and fade easily into its confusing mass of plant life. They are equally at home on land or in the water, and they traverse the swamps with ease.\n\nAll Felucians are part of a single, planetwide tribe that is broken down into smaller villages and communities, each one led by shamans and chieftains. These shamans are very strong in the Force, using it to their own ends with incredible skill.

Names

Felucian names are usually two syllables and full of hard consonants. Surnames are a combination of tribe lineage.

  Male Names. Gokkuul, Kargrek, Hagark, Ruggorn

  Female Names. Lakko, Taarell, Duuna, Frula

  Surnames. s'Gokuul, d'Lakko, s'Kargrek, d'Frula","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

\n

Age. Felucians reach adulthood in their late teens and live less than a century.

\n

Alignment. Felucians' connection to the Living Force causes them to tend toward the light side, though there are exceptions.

\n

Size. Felucians typically stand over 6 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the burst at-will Force power. When you reach 3rd level, you can cast the beast trick Force power once per day. When you reach 5th level, you can also cast the plant surge Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Amphibious. You can breathe air and water.

\n

Stealthy. You are proficient in the Stealth skill.

\n

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Languages. You can speak, read, and write Galactic Basic, Felucianese, and one more language of your choice. Felucianese is characterized by guttural, whisper-like vowels, interspersed with hard clicks.

"},"skinColorOptions":{"value":"Gray, with blue, red, or yellow markings"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Extra limb at elbow, innate Force-sensitivity"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"165 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Felucia"},"slanguage":{"value":"Felucianese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Felucian","mode":"=","targetSpecific":false,"id":1,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"felucianese","mode":"+","targetSpecific":false,"id":8,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Felucian.webp"} {"_id":"NcOqxyAmCCNgwMUS","name":"Ortolan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ortolans are squat, heavily-built humanoid bipeds with long, trunklike noses and beady black eyes. They possess floppy ears, which are extremely sensitive to sound waves. They have two hands, each ending in four chubby fingers and a thumb, which is not opposable. A thick, baggy hide covered in fuzz resembling velvet hangs off of the Ortolan body. Ortolans have a keen sense of smell to help them forage for food. In fact, they are handicapped in their business affairs by their attachment to food, sometimes accepting otherwise unfavorable contracts when promised enough to eat. Their twin obsessions are food and music; offworld, many Ortolans find success as chefs or musicians.

\n

Society and Culture

\n

Ortolan society is reasonably industrialised, though not as technologically advanced as other species. Despite this, their economy is mostly based on barter, with credits primarily used to trade with offworlders. Education is the responsibility of their parents, though gifted youngsters are often traded to other families to get specialized education. While most Ortolans appear to have blue skin, Ortolans are actually covered in short velvety fur which they often dyed in bright colors, most often blue and pink. This tradition began when a Devaronian trader tried to sell Ortolans a shipment of food dyes—they considered dyeing their food a waste of time, but found dyed fur to be quite stylish.

\n

Names

\n

Ortolan names are generally short with big sounds. Female names are typically softer. Surnames are familial.

\n

  Male Names. Donmb, Hegh, Nax, Parm, Teeb  

\n

  Female Names. Bedla, Folfe, Nelni, Phoff, Sallo  

\n

  Surnames. Bigek, Lubum, Nad, Rojool, Somo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Ortolans are considered adults at the age of seven and typically live less than a century.

Alignment. Ortolans' love of food and music causes them to tend toward chaotic light side, though there are exceptions.

Size. Ortolans stand around 3 to 4 feet tall and weigh about 55 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Foragers. Whenever you make a Wisdom (Survival) check to forage for food you are considered to have expertise in the Survival skill.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Musical. You have proficiency in Performance and one musical instrument of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Ortolan. Ortolan is characterized by its grunts and hoots.

"},"skinColorOptions":{"value":"Light colors"},"hairColorOptions":{"value":"Light colors"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Stocky builds, trunklike noses, floppy ears, small mouths, brightly dyed fur"},"heightAverage":{"value":"2'10\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Orto"},"slanguage":{"value":"Ortolan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ortolan","mode":"=","targetSpecific":false,"id":1,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"ortolan","mode":"+","targetSpecific":false,"id":8,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":9,"itemId":"NcOqxyAmCCNgwMUS","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ortolan.webp"} {"_id":"Nd8ukRRsQ8fkT0vy","name":"Rattataki","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Rattataki are a near-human species characterized by their nimble movements, chalk-white skin and oft-bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involves extensive gladiatorial combat.

Society and Culture

While most other inhabitants of Rattatak came from the Unknown Regions, there are a significant number of off-worlder mercenaries who come to Rattatak from time to time, likely to view or participate in gladiatorial combat, only to be stranded there permanently. The remarkably harsh conditions on the planet nearly drove its population to extinction. For eons, the Rattataki constantly battled amongst themselves and their fellow inhabitants (represented primarily by Humans, Zabraks, Siniteens, Vollick, and Weequay) over the planet's limited resources. Despite being nearly completely isolated from the outside galaxy, the Rattataki displayed remarkable initiative and continually created new ways to kill each other.\r\n\r\nRattataki culture is bloody and unforgiving. Punishment for even the smallest crimes is unnecessarily harsh, which does little to quell that behavior. In fact, Rattataki who are known to commit crimes without being caught are celebrated.

Names

Rattataki names are harsh sounding and short. Surnames are familial, though many Rattataki abandon them in favor of self-aggrandizing titles.

  Male Names. Aidus, Charnagus, Karok, Veran

  Female Names. Amaran, Kassien, Silas, Sraja, Vol

  Surnames. Anjek, Danvik, Degger, Kolla, Venkorr","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity or Intelligence score increases by 1.

Age. Rattataki reach adulthood in their late teens and live less than a century.

Alignment. Rattataki are self-serving and violent which causes them to tend toward the dark side, though there are exceptions.

Size. Rattataki typically stand about 5 and a half feet tall and weigh 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Acrobatic. You have proficiency in Acrobatics.

Intimidating. You have proficiency in Intimidation.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Rattataki. Rattataki is known for have an inordinate amount of curses.

"},"skinColorOptions":{"value":"Chalk-white"},"hairColorOptions":{"value":"Brown, grey or white"},"eyeColorOptions":{"value":"Grey or white"},"distinctions":{"value":"Near-human features, white skin, usually with a bald head, often tattooed"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rattatak"},"slanguage":{"value":"Rattataki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rattataki","mode":"=","targetSpecific":false,"id":1,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":4,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rattataki","mode":"+","targetSpecific":false,"id":8,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Rattataki.webp"} +{"_id":"NkuEwg5RmLPOlR2E","name":"Tarasin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Tarasins are tall reptilians covered in translucent scales that allows the species' color-changing skin below to show through. Tarasins also have a colorful fan of flesh and scales—known as a kampo—that opens around their heads when they experience strong emotional distress, which can be a detriment to negotiations, as it is difficult for a tarasin to hide discomfort. This color-changing ability is useful for camouflage and communication, and the scales naturally repel heat. Some examples of colors they take on include being brown when calm and in a comfortable environment, or becoming red after extended exertion or when excited. Tarasins also have short spines that protrude from their forearms—known as a sa'tosin—which give the creatures the ability to sense the use of the Force. Tarasins are naturally curious and protective but also slow to anger. What they lack in sheer physical strength they make up for with a brilliant intellect.

\n

Society and Culture

\n

Tarasins live in a tribal system in the jungle underbrush of Cularin, grouping together in clans called irstat. The tarasin believe they have a symbiotic relationship with Cularin, and their religion is based around the appreciation of the natural world. This closeness with their homeworld is what makes the tarasin reluctant to leave it for an extended time. The tarasin have a strong connection with the Force, and their spiritual leaders are often able to call upon the Force in small ways. The tarasin believe that the ch'hala tree is sacred. This may have been influenced by the trees having a similar ability to shift their colors as the tarasin, but it is also the most unique tree on Cularin.

\n

Names

\n

Tarasin names are generally very soft and melodic. Names are agendered, and surnames are not used.

\n

  Names. Feliosa, Misona, Nissira, Vylana, Ziransa

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Tarasins reach adulthood at 10 and live less than 80 years.

\n

Alignment. Tarasins' curious yet composed nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Tarasins typically stand 5 to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Chameleon Skin. Your scales are translucent, allowing your color-shifting skin to help you blend into your surroundings. You have proficiency in the Stealth skill. Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Jungle Dweller. Growing up in the jungles of Cularin has left an impact. You don't treat jungle terrain as difficult terrain.

\n

Naturalist. You have proficiency in the Nature skill.

\n

Sa'tosin Sense. Tarasins have short spines called sa'tosin that allow them to sense the use of the Force. You are constantly under the effects of the force power sense force, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Tarasinese. You can communicate non-verbally with other tarasins through use of a complex system of skin color changes.

"},"skinColorOptions":{"value":"Translucent; varies with emotion"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red, orange, yellow, or black"},"distinctions":{"value":"Reptillian, sa'tosin spines"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cularin"},"slanguage":{"value":"Tarasinese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tarasin","mode":"=","targetSpecific":false,"id":1,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Tarasinese","mode":"+","targetSpecific":false,"id":9,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language Custom"}]}},"img":"systems/sw5e/packs/Icons/Species/Tarasin.webp"} {"_id":"ORS47F3cvZlzQNj7","name":"Devaronian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A bipedal mammalian species, Devaronians evolved in the dense jungles of Devaron as a hunter-gather species. Their bodies are denser than most humanoids' and as a result they were heavier than their appearance would tend to indicate. Devaronians have silver-based blood, which appears thick and black when exposed. They possess a unique blood filtration and cleansing system which processes through two livers. Because their bodies are constantly cleansed of toxins and carcinogens, the species is highly resistant to poison. To this end, sulfur is used as a stimulant on Devaron to enhance speed and strength, because inhaling it causes the substance to enter the bloodstream rapidly. Their livers struggle to eliminate sulfur from their system, meaning that long-term use can be dangerous.

Society and Culture

Devaronian males are driven by an urge to wander, usually taking the first opportunity to move on from one place to another; they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, raising the young and running the government of Devaron. The males send money back to their homeworld to support their families, but otherwise hardly ever return. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life.

Names

Devaronian names are dark, complex and often guttural, with some harsher tones mixed in here and there.

  Male Names. Cir, Gremegris, Keirtihk, Kucx, Niruhk

  Female Names. Crilnuy, Ghal, Milma, Nola, Taoluel

  Surnames. Breiz, Droddost, G'vaulnel, Raokt","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Devaronians reach adulthood in their late teens and live less than a century.

Alignment. Devaronians' greediness causes them to tend toward chaotic balanced, though there are exceptions.

Size. Devaronians typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Jungle Dweller. Growing up in the jungles of Devaron has left an impact. You are proficient in Survival. Additionally, you don't treat jungle terrain as difficult terrain.

Tech Resistance. Growing up around technology leaves an impact on devaronians. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Two Livered. Devaronians have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and Devaronese. Devaronese is characterized by grunts and grumbles. It is rare to hear a Devaronian speak it any where other than their homeworld of Devaron.

"},"skinColorOptions":{"value":"Red, pink, brown, or white"},"hairColorOptions":{"value":"Brown, black, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns or horn spots, long pointed ears"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Devaron"},"slanguage":{"value":"Devaronese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Devaronian","mode":"=","targetSpecific":false,"id":1,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"devaronese","mode":"+","targetSpecific":false,"id":9,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Devaronian.webp"} {"_id":"P2zQrfOOL5Iv8RTO","name":"Neimoidian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Neimoidians are distant genetic relatives of the duros and retain many similarities to them, including basic form, noseless faces, and green-blue skin (though neimoidians tend to be grayer). Their eyes also have pupils that split horizontally, and they are distinguished by small lumps on their foreheads and down-turned mouths. Instead of noses, they have olfactory glands underneath their eyes. These genetic differences are attributed to the distinct features of their homeworld, Neimoidia, including its gravity, which is markedly heavier than duro.

Society and Culture

Neimoidians spend their formative years as puny grubs in the communal hives of Neimoidia, until the age of seven standard years. They are knowingly neglected by being given limited amounts of food. This way, the weaker individuals are weeded out, while the most acquisitive grubs hoard more food than they can eat by themselves. Neimoidian education ensures the survival of the greediest. Neimoidians place tremendous value on wealth and material possessions, and would go to great lengths to gain money and power. This has resulted in a stereotype of neimoidians being greedy and cowardly. While not all neimoidians are easily intimidated, many prefer to avoid direct combat.

Names

Neimoidian names are usually short and easy to pronounce, to make them more memorable to other species that approach them as consumers. Their surnames are familial.

  Male Names. Lok, Gap, Krinit, Mar, Nute

  Female Names. Bu, Fia, Feza, Vissi

  Surnames. Dod, How, Kethe, Preelli, Tuuk ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Neimoidians reach adulthood in their 20s and live about 150 years.

Alignment. Neimoidians' greedy nature causes them to tend toward the dark side, though there are exceptions.

Size. Neimoidians typically stand around 6 feet tall and generally weigh about 135 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Smooth Talker. You have proficiency in Deception and Persuasion.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Pak Pak. Pak Pak is often considered an elegant-sounding language by those who hear it. It consists of husky sighs and guttural ululations.

"},"skinColorOptions":{"value":"Green-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Dark red or pink"},"distinctions":{"value":"Horizontal pupils, noseless"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Neimoidia"},"slanguage":{"value":"Pak Pak"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Neimoidian","mode":"=","targetSpecific":false,"id":1,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.skills.per.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Persuasion"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"pakpak","mode":"+","targetSpecific":false,"id":10,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Neimoidian.webp"} {"_id":"PZ4DzYK4FOjbAInS","name":"Pyke","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A sentient species, the pykes are humanoid, although slimmer and taller than most humans. They have two long, lanky legs, and two arms that end in three-fingered hands. Their heads are large and elongated, with a tapered skull and an undersized face, a feature which some other species find unsettling. Pykes had two narrow, almond-shaped eyes which could be magenta or blue in color.

Society and Culture

Pykes hail from Oba Diah, a terrestrial planet marked by obsidian cliffs. Visitors to Oba Diah view both the population and terrain as unwelcoming. The pyke homeworld serves as the headquarters of the Pyke Syndicate, a criminal dealership within the Spice Cartel that operates in the criminal underworld distributing spice, an illicit substance harvested by slaves in the spice mines of the planet Kessel. To deliver spice to their customers, such as crime families on Coruscant, the Pyke Syndicate relies on smugglers and freighter captains to complete the dangerous Kessel Run. The Pyke Syndicate almost completely controls the production of raw spice in the galaxy, while maintaining tentative alliances with other criminal organizations throughout the galaxy, such as the Black Sun and the Crimson Dawn.

Names

Pyke names are often influenced by naming conventions of other species, with their rarely-used surnames being familial.

  Male Names. Dor, Eife, Qalo, Thok, Zret

  Female Names. Gali, Taela, Shethni, Vent, Zeeren

  Surnames. Kemtol, Nek, Pyke, Safet, Welkor ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Pykes reach adulthood in their late teens and live less than a century.

Alignment. Due to their underhanded nature, Pykes tend toward the dark side, though there are exceptions.

Size. Pykes typically stand 6 to 6 and a half feet tall and generally weigh about 155 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Mercantile. You have proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Spicer. You are proficient in spicer's kit.

Languages. You can speak, read, and write Galactic Basic and Pyke. The Pyke language is characterized by its multisyllable grunts.

"},"skinColorOptions":{"value":"Gray or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, magenta, or purple"},"distinctions":{"value":"Elongated, tapered skull with an undersized face"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Oba Diah"},"slanguage":{"value":"Pyke"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pyke","mode":"=","targetSpecific":false,"id":1,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"pyke","mode":"+","targetSpecific":false,"id":8,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"spice","mode":"+","targetSpecific":false,"id":9,"itemId":"PZ4DzYK4FOjbAInS","active":false,"_targets":[],"label":"Traits Tool Prof"}]}},"img":"systems/sw5e/packs/Icons/Species/Pyke.webp"} {"_id":"PpFNX2Bdtmk4Ey3o","name":"Rishii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Rishii are a sentient, avian species of carnivores which possess two legs ending in four-toed feet, two arms, a tail, and a head. The species' two arms consist of feathered wings ending in nimble humanoid hands, capable of manipulating tools. The wings grant the Rishii the ability to fly at great speeds, which is their method of travel equivalent to running in land-based species. A Rishii's head contained a beak between two yellow eyes framed by a large brow. Rishii were capable of mimicking anything said to them perfectly, and also possessed extremely strong senses, particularly hearing and sight.

Society and Culture

Native to the planet Rishi, the Rishii live in loose primitive tribes, known as nests, clustered high upon the planet's mountains, away from the hot and humid lowland swamps. Each nest consists of a small number of family units led by a chieftain, with neighbouring nests respecting each others territories and living in harmony. This peaceful and accepting attitude goes beyond just other Rishii and was extended to all neighbours of a nest, including the many other species who colonise the lowlands of Rishi. Due to the unfavorable conditions found in the lowlands, the native avians do not understand the off-worlders' choice to live there, but were not opposed to their presence.

Names

As with much of their speech, Rishii names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. Rishii names do not vary based on gender. Rishii are responsive to nicknames given by outsiders. ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Rishii reach adulthood at 10 and generally live no longer than 60 years.

Alignment. Rishii tend toward no particular alignment. The best and worst are found among them.

Size. Rishii range from 4 to 6 feet tall and generally weigh less than 130 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You can speak, read, and write Galactic Basic and Rishii. Rishii's clicks, trills, and whistles are difficult for outsiders to learn without the aid of a protocol droid, and so Rishii often feel comfortable speaking to eachother in the language in front of others.

"},"skinColorOptions":{"value":"Yellow"},"hairColorOptions":{"value":"Brown or white"},"eyeColorOptions":{"value":"Brown or yellow"},"distinctions":{"value":"Sound mimicry, enhanced hearing and sight"},"heightAverage":{"value":"4'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rishi"},"slanguage":{"value":"Rishii"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rishii","mode":"=","targetSpecific":false,"id":1,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rishii","mode":"+","targetSpecific":false,"id":8,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Rishii.webp"} {"_id":"Q4mag5CFIgDC8atN","name":"Muun","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Muuns are tall, gaunt humanoids with thin bodies, long limbs, and elongated hairless heads. They typically have pale pink or white skin, most likely derived from their propensity for staying indoors. Muuns have tiny ears on the middle of the sides of their heads, flat noses, and slim mouths which leads to a commonly nasally voice.

\n

Society and Culture

\n

Muuns believe in tradition, with an established culture based on intelligence and merit. A class-based hierarchy, Muuns consider the the intellectual pursuits—financiers, lawyers, engineers, diplomats, scientists—as the highest levels of society. Muun culture, and life, revolves around economics and finance. Intense competition among coworkers encourages economic growth, increased productivity, and superior work ethic. Muuns also have a fundamental respect for justice, though they typically adhere to the letter of the law rather than the spirit. Since Muuns tend to shy away from fighting and physical pursuits, Muun society relies on alternative means for their planet's protection, using vast financial resources to purchase massive floating defense platforms to defend their civilization from attack.

\n

Names

\n

Muun names are typically clear and concise, rarely containing more than two syllables, with familial surnames.

\n

  Male Names. Clu, Hego, Nix, Pors, San

\n

  Female Names. Dax, Efra, Gil, Rel, Ter

\n

  Surnames. Card, Damask, Hill, Lesser, Tonith

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Muuns reach adulthood in their late teens and live an average of a century.

Alignment. Muuns' lawful culture nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Muuns typically stand 6 and a half to 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Finance Savvy. Muun share a keen business sense and an ability to find value where others don't. Whenever you make a Charisma (Persuasion) check involving finances you are considered to have expertise in the Persuasion skill.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Three Hearts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Languages. You can speak, read, and write Galactic Basic and Muun. The Muuns' admiration of mathematics carries over into their language, which bares a striking resemblance to Binary.

"},"skinColorOptions":{"value":"Light pink or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or grey"},"distinctions":{"value":"Three hearts, long limbs, elongated heads"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Scipio"},"slanguage":{"value":"Muun"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Muun","mode":"=","targetSpecific":false,"id":1,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"muun","mode":"+","targetSpecific":false,"id":7,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Muun.webp"} -{"_id":"QfgEMbXlJUTIuynt","name":"Drabatan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Drabatans are a sentient amphibious race with heavily wrinkled, greenish-gray scaly skin and sharp, pointy teeth. The folds of their skin nearly obscure their eyes and nostrils, which are finely attuned to seeing in the dark and detecting faint odors, respectively. Drabatans stand at a height slightly below that of an average human, and their natural freshwater habitat has rendered them susceptible to the ill effects of salt. Members of this species sport an inflatable bladder in their throats that is used for an alternative form of sub-verbal communication.

Society and Culture

Drabatans originate from the planet Pipada, a swampy world that is rich in natural resources and diverse life forms. The swampy terrain that dominates the landscape has made forming large settlements difficult for this species, forcing larger populations to disperse and settle more distant areas of the planet. To help maintain a sense of familial continuity, Drabatans have adopted the convention of giving their offspring lengthy names that provide a record of their clan membership and ancestral relationships.

Names

Drabatans receive notoriously long, non-gendered given names that preserve a record of each individual's clan name, distinct familial branch, and chief living forebearers at the time of birth. Many Drabatans adopt a nickname based on their given names when interacting with individuals from other species.

Names. Paodok'Draba'Takat Sap'De'Rekti Nik'Linke'Ti' Ki'Vef'Nik'NeSevef'Li'Kek, Klikek'Filiti'Nam Yab'Trikota'Druumot Huloi'Jitinsk'Colito Ufita'Wiffo'Kentiga'Lajit, Lunda'Nintoso'Hijalla'Bak Bramt'Incosa'Ooto'Radam Ghinta'Ionit'Djam Wenti'Flugoe'Hinsodot

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Drabatans reach adulthood in their early teens and live to be 85 years or older.

Alignment. Drabatans tend toward no particular alignment. The best and worst are found among them.

Size. Drabatans typically stand between 4 1/2 and 5 1/2 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe both air and water.

Bite. Your sharp teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick, scaly hide. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates.

Hold Breath. Drabatans can inflate their vocal pouch to store breatheable oxygen for a short time while in a toxic environment or in a vacuum. You can hold your breath for up to 15 minutes at a time.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Salt Aversion. Salt is harmful to Drabatans. You have disadvantage on all ability checks, attack rolls, and saving throws while submerged in salt water or any liquid with high salinity. If you ingest substances containing salt, you take 1d4 points of poison damage per ounce consumed.

Swamp Dweller. Your life on the swamp planet of Pipada has left an impression on you. You gain proficiency in the Nature skill. Additionally, you do not treat swampy terrain as difficult terrain.

Languages. You can speak, read, and write Drabatese and Galactic Basic. Given that Drabatese speech is unusually loud, Drabatans also use a second form of speech that involves passing air through a vocal pouch in their throat.

"},"skinColorOptions":{"value":"Greenish gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Amphibious, scaly skin, inflatable vocal pouch"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+1d8\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"Pipada"},"slanguage":{"value":"Drabatese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Drabatan","mode":"=","targetSpecific":false,"id":1,"itemId":"QfgEMbXlJUTIuynt","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"QfgEMbXlJUTIuynt","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"QfgEMbXlJUTIuynt","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"QfgEMbXlJUTIuynt","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"QfgEMbXlJUTIuynt","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"QfgEMbXlJUTIuynt","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":7,"itemId":"QfgEMbXlJUTIuynt","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"QfgEMbXlJUTIuynt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Drabatese","mode":"+","targetSpecific":false,"id":9,"itemId":"QfgEMbXlJUTIuynt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"QfgEMbXlJUTIuynt","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Drabatan.webp"} {"_id":"T3wVlxjJNH9yTElp","name":"Ardennian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ardennians are sentient humanoid simians hailing from the tropical paradise of Ardennia. They are covered in fur from head to their wrists and ankles, with brown and grey being the most common fur colors. Ardennians sport four arms and prehensile feet. All six of their limbs are equally dexterous.

\n

Society and Culture

\n

The Ardennian people themselves are a friendly communal species that are well known for welcoming visitors and inviting newcomers to traditional feasts and dances on the sandy beaches of Ardennia. Rural Ardiennan's live in modern tree-villages in the thick, dim jungle canopy on the majority of the islands. Ground level accommodations are available for off world visitors even in the smaller villages. Most off-worlders stay in the large modern resort complexes which boast having miles of private beaches or in the modern cities. Several large cities exist, scattered around the world, which typically encompass an entire island or a series of smaller islands joined together.

\n

Ardennia's distance from the main hyperlanes makes it one of the lesser-known vacation destinations, but it's a popular one for those who don't mind the extra travel time. Some affluent visitors prefer the solitude that Ardennia offers, and occasionally end up purchasing one of the smaller islands to build their own home. Ardennia is notable for having the most beach per square meter in the galaxy.

\n

Names

\n

Ardennians' names are typically concise and rarely more than two syllables, with a familal surname.

\n

  Male Names. Rio, Jakar, Hul, Lup, Quil, Jerno

\n

  Female Names. Rac, Bras, Nuc, Kua, Karta, Sanya

\n

  Surnames. Betal, Durant, Jabut, Karon, Rambuan

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Ardennians reach adulthood in their late teens and live less than a century.

Alignment. Ardennians' peaceful nature causes them to tend toward the light side, though there are exceptions.

Size. Ardennians typically stand 4 to 4 and a half feet tall and weigh around 60 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Four-Armed. Ardennians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Jungle Dweller. Growing up in the tree-villages of Ardennia has left an impact. You don't treat jungle terrain as difficult terrain.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Prehensile Feet. You have supreme control over your feet and can use them to manipulate objects as well as your hands.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Galactic Basic and Ardennian. Ardennian has a bubbly, energizing tone to it.

"},"skinColorOptions":{"value":"Brown or black"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Brown or black"},"distinctions":{"value":"Four arms, fur-covered, prehensile feet"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Ardennia"},"slanguage":{"value":"Adrennian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Ardennian","mode":"=","targetSpecific":false,"id":1,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"ardennian","mode":"+","targetSpecific":false,"id":9,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ardennian.webp"} -{"_id":"TYFWxYx8YbRC1XxH","name":"Myneyrsh","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Thin of build, Myneyrshi have two upper torsos (one atop the other), four arms, long pointy ears, and a short trunk instead of a nose. Their entire bodies are covered in a smooth layer of blue crystalline flesh. Their crystalline skin acts as natural armor to basic weapons similar to their own—arrows, spears, and knives. Myneyrshi wear simple clothing, usually donning robes from the waist down or tying up them up over their shoulders.

Society and Culture

Myneyrshi are a highly superstitious species, and much of their lives is steeped in ritualistic behavior. They have rituals for various aspects of everyday life, such as walking, eating, and sleeping. Myneyrshi are excellent hunters and trackers, and they have the ability to move through a forest without making any noise whatsoever. The Myneyrshi rely on primitive tools and weapons and eschew moden technology due to its association with various alien species who have invaded Wayland in the past.

The Myneyrshi hate and are constantly at war with Wayland's other native species, the Psadan.

Names

Myneyrshi receive one given name and one familial surname.

  Male Names. Cho'na, Nir'tu, Roax, Txer

  Female Names. Brrit, Kol'la, Mihhk, Sro'lu

  Surnames. Bene, Jaiin, Luse, Pefe

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 1, your Dexterity score increases by 1, and your Wisdom score increases by 1.

\n

Age. Myneyrshi reach adulthood in their late teens and live to be older than 85 years.

\n

Alignment. Myneyrshi are a highly ritualized and collaborative culture. Accordingly, they tend toward lawful alignments, though there are exceptions.

\n

Size. Myneyrshi typically stand between 6 and 7 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Crystalline Skin. Myneyrshi are covered in hard, organic glass. When you are not wearing armor, your AC is 12+ your Dexterity modifier.

\n

Defiant. Myneyrshi are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Extra Arms. Myneyrshi can hold up to four items or weapons at a time. This ability does not grant extra attacks; however, it does mean Myneyrshi can wield two two-handed weapons at a time.

\n

Hunter. You have proficiency in the Stealth and Survival skills.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Primitive Weaponry. Myneyrshi are highly skilled with crude weaponry. You have proficiency with simple melee and ranged weapons such as arrows, knives, and spears.

\n

Treeclimber. Your extra arms vastly improve your ability to climb trees in your natural habitat. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Languages. You can speak Myneyrsh and Psadan. Myneyrsh lacks a system of writing. Spoken Myneyrsh sounds like a series of snorts, honks, and deep vocalizations to outsiders.

"},"skinColorOptions":{"value":"Blue, greenish-teal, violet"},"hairColorOptions":{"value":"Brown, green, purple"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Four arms, natural glass armor, short downward-pointing trunk"},"heightAverage":{"value":"5'10\""},"heightRollMod":{"value":"+1d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"Wayland"},"slanguage":{"value":"Myneyrsh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Myneyrsh","mode":"=","targetSpecific":false,"id":1,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":8,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple melee weapons","mode":"+","targetSpecific":false,"id":11,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple ranged weapons","mode":"+","targetSpecific":false,"id":12,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.custom","value":"Myneyrsh","mode":"+","targetSpecific":false,"id":13,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Psadan","mode":"+","targetSpecific":false,"id":14,"itemId":"TYFWxYx8YbRC1XxH","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Myneyrsh.webp"} {"_id":"U2Y2N8VQvNaz8bLa","name":"Falleen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Falleen are distinguished by their mottled green or red skin, ridged skulls, and their long, black hair which they typically wear in ponytails. The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation make the Falleen often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, the Falleen exude pheromones which makes them all but irresistible to both sexes.\r\n\r\nThe Falleen are semi-aquatic, being able to hold their breath underwater for an extended period of time. Fallen are one of few species that are resistant to manipulation by the Force.

Society and Culture

Falleen society is of a feudal nature, with noble houses ruling over the lower classes. The upper echelons of Falleen aristocracy are rife with politics and intrigue, though they rarely spill blood over disputes or reduce themselves to open warfare.\r\n\r\nAs a cold-blooded species, the Falleen respect discipline and control, particularly self-control. They tend to shun public displays of emotion, and are very patient. As a result of this attitude, they tend to look down on the more openly passionate, whom they see as lacking self-control. Indeed, the Falleen as a species have a towering sense of superiority, reflecting on their view of Falleen as the civilized and cultural center of the galaxy, rather than Coruscant.

Names

Falleen favor names with Z and X sounds. They are usually accompanied by a surname, which is familial.

  Male Names. Xomit, Xizor, Xist, Zenex, Zurros

  Female Names. Xora, Trezza, Mylla, Zule, Annaz

  Surnames. Grunseit, Croom, Moz, Xiss, Mythric","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Falleen reach adulthood in their late teens and live up to 250 years.

Alignment. Falleen societal structure causes them to tend to be lawful balanced, though there are exceptions.

Size. Falleen typically stand between 5 and 6 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Closed Mind. Falleen brains have an unusual composition which make them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Hold Breath. You can hold your breath for up to 1 hour at a time.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Galactic Basic and Falleen. Falleen is characterized by its common use of the Z and X sounds, of which the Falleen are fond.

"},"skinColorOptions":{"value":"Green, red"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Black, brown"},"distinctions":{"value":"Ridged skulls, dorsal spine"},"heightAverage":{"value":"4'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Falleen"},"slanguage":{"value":"Falleen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Falleen","mode":"=","targetSpecific":false,"id":1,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"falleen","mode":"+","targetSpecific":false,"id":7,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Falleen.webp"} -{"_id":"UfZ6hEpZUDmGpTD7","name":"Melanoleucan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A powerful yet serene ursine species, Melanoleucans are the self-appointed caretakers and defenders of the Felucian jungles that they inhabit. These quarter-ton gentle giants can grow up to 8 feet tall and lift several times their own weight. Melanoleucans are covered from head to clawed toes (and fingers) in black and white fur, yet they do not allow their hair or obvious bulk to hinder their martial adeptness as sentinels of the planet's vast wilderness. When not protecting the prosperity of Felucia's flora and fauna, Melanoleucans devote several hours daily to consuming tremendous amounts of the nysillin plant, whose medicinal properties have beneficially altered the species' body chemisty.

Society and Culture

Although Melanoleucans, a highly force-sensitive species, feel a profound connectedness to their natural surroundings and the entire galaxy, they tend not to form large social groups, preferring instead to live in isolated settlements consisting of members of the same extended family. Melanoleucan females share a collective responsibility for raising cubs, who remain virtually inseparable from their mothers, older sisters, aunts, grandmothers, et al. until their late adolescence. These childrearing responsibilities, however, do not prevent females from joining Melanoleucan males in the preservation of the Felucian wilds, and both sexes demonstrate exceptional abilities as fighters, scouts, and scholars of nature.

Names

Melanoleucans have one given name formed by their familial matronym and a unique suffix that differentiates members of the family.

  Male Names. Iofedis, Juiseiye, Laamalihev, Soouhier

  Female Names. Iofedoe, Juiseisoo, Laamaliwu, Soouhiwe

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

\n

Age. Melanoleucans reach adulthood in their early teens and live up to 100 years old.

\n

Alignment. Although Melanoleucans possess great physical strength, they are a peaceful, benevolent species with strong natural ties to the Force. Melanoleucans tend toward the light side, though there are exceptions.

\n

Size. Melanoleucans typically stand between 6 and 8 feet tall and weigh 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Claws. Your claws are natural weapons that you can use to make unarmed attacks. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

\n

Force Sensitive. You know the Force push/pull at-will Force power and one additional at-will Force power of your choice, regardless of your class.

\n

Jungle Dweller. Growing up in the jungles of Felucia has left an impact. You are proficient in Survival. Additionally, you don't treat jungle terrain as difficult terrain.

\n

Nysillin Diet. As a species of herbivores, Melanoleucans subsist exclusively on large amounts of the nysillin plant native to their homeworld of Felucia. Lifelong consumption of this healing herb has granted you resistance to poison damage and allows you to heal 1d6 hit points as a bonus action during combat.  You may use this ability once in between short or long rests.

\n

Rolling Thunder. As an attack, Melanoleucans can curl into a ball and roll for 30 ft. in a straight line toward opponents doing kinetic damage equal to 2d6 + your Dexterity modifier. Targets who make a successful Dexterity saving throw (DC 10) take half damage.

\n

Worldly Wise. You are proficient in the Lore skill.

\n

Languages. You can speak, read, and write Melanoleucan and Galactic Basic.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"Black and white"},"eyeColorOptions":{"value":"Black or dark brown"},"distinctions":{"value":"Fur-covered, heavy, force sensitive"},"heightAverage":{"value":"6'6\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"275 lb."},"weightRollMod":{"value":"x(1d10) lb."},"homeworld":{"value":"Felucia"},"slanguage":{"value":"Melanoleucan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Melanoleucan","mode":"=","targetSpecific":false,"id":1,"itemId":"UfZ6hEpZUDmGpTD7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UfZ6hEpZUDmGpTD7","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UfZ6hEpZUDmGpTD7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UfZ6hEpZUDmGpTD7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UfZ6hEpZUDmGpTD7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"UfZ6hEpZUDmGpTD7","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"UfZ6hEpZUDmGpTD7","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"UfZ6hEpZUDmGpTD7","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Melanoleucan","mode":"+","targetSpecific":false,"id":9,"itemId":"UfZ6hEpZUDmGpTD7","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Melanoleucan.webp"} {"_id":"VTBgnw9jfqeAWijM","name":"Voss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Voss are humanoid sentients with a high rate of Force-sensitivity who display prominent sexual dimorphism. The male Voss have blue skin and bright orange eyes, while the females have red skin and azure eyes. The Voss do not have hair or distinct pupils, and posess unique patterns of markings on their face, neck, and body, a trace of their shared ancestry with Gormak. Their voices have a slight mechanical tinge to them, making them sound somewhat like a droid or machine. Voss undogo a physical, developmental change during their marriage ceremonies (known as the Rite of Ardor) and do not develop sexually prior to the performance of these rituals.

Society and Culture

The Voss species resides in the isolated mountain-top city of Voss-Ka and is vastly outnumbered on their homeworld by its other native sentient species, the Gormak, who are extremely hostile toward them and from whom they arose. Most Voss live peacefully in Voss-Ka, caring for their families, cultivating the wild plants and maintaining equipment for the Voss commandos in the war against the Gormak, although some Voss do live outside the capital city, such as the Voss Mystics who reside in the Shrine of Healing. The Voss are great lovers of art, and their architecture features a distinctive artistic style. The entire Voss society is guided by the Force visions of Voss Mystics, which are considered infallible without exception.

Names

All Voss have two short names, connected by a hyphen, with the family name being the second one.

  Male Names. Char, Edan, Fadith, Nodin, Orin

  Female Names. Amin, Magra, Tala, Weylin, Yana

  Surnames. -Ko, -La, -Po, -Rae, -Va","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Voss reach adulthood in their late teens and live less than a century. They do not reach sexual maturity until they undergo the Rite of Ardor.

Alignment. As Voss culture encourages duty and emotional composure, individuals tend toward a lawful alignment, though there are exceptions.

Size. Voss typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Precognition. You see brief visions of the future, that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Mystic Healing. You have proficiency in Medicine.

Voss Weapon Training. You have proficiency with the blaster rifle and techblade.

Inscrutable. Your calm demeaoer and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

Languages. You can speak, read, and write Galactic Basic and Voss. The Voss language is characterized by it's mystic-sounding word pairings.

"},"skinColorOptions":{"value":"Blue (male) or red (female)"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange (male) or blue (female)"},"distinctions":{"value":"Mechanical apperance, unique patterns and markings along face, neck, and body"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb"},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Voss"},"slanguage":{"value":"Voss"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Voss","mode":"=","targetSpecific":false,"id":1,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifle","mode":"+","targetSpecific":false,"id":8,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblade","mode":"+","targetSpecific":false,"id":9,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"voss","mode":"+","targetSpecific":false,"id":11,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Voss.webp"} {"_id":"VWbu8HnzLtyrbDi7","name":"Weequay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Weequays are humanoids with thick, leathery skin that ranges in color from tan to dark brown. Their faces are lipless, with a frill along each of their jowls.

Society and Culture

Weequays have the ability to communicate with members of their own clan through smell by exuding complex pheromones. This pheromonal language can not be understood by any other species, or even by Weequays of another clan. Only Jedi senses can even tell that two Weequay are communicating. Since each Weequay's pheromones are unique, Weequay have no need for a name within their clan. As a result, speech is only a secondary form of communication for Weequay, and they seldom speak a whole sentence, resulting in Humans mistakenly believing the species to be unintelligent.\r\n\r\nMale Weequay often tie their hair into a long braid each year spent away from their homeworld as a tribute to their home. When they returned, they shaved their braids. Weequays serving the Hutts were often very close to their homeworld, and would only have one or two braids. Female Weequay were usually bald, and did not follow this tradition.

Names

Only Weequay who have to live among other clans, or among non-Weequay, take a personal name. Even then, some are simply referred to as \"Weequay\". In Weequay culture, individual identity is much less important than the clan. As long as the clan survives, a single Weequay is expendable. This results in a sometimes brutal culture.

  Male Names. Chublu, Fah, Kreakk, Og-Rollo, Yurrenn

  Female Names. Gila, Qommi, Palsa, Sex, Xelror

  Surnames. Britreg, Dlur, Klanz, Maub, Semu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Weequay reach adulthood in their late teens and live less than a century.

Alignment. Weequay ruthlessness and greed cause them to tend toward chaotic dark side, though there are exceptions.

Size. Weequay typically stand about 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charming. You have proficiency in Deception or Persuasion.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tanned. You have tough, leathery skin. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Languages. You can speak, read, and write Galactic Basic and Sriluurian. You can communicate with other Weequay without speaking through use of pheromones. Force attuned individuals can detect the communication but can't understand it.

"},"skinColorOptions":{"value":"Brown, gray, red, or yellow"},"hairColorOptions":{"value":"Black or blond"},"eyeColorOptions":{"value":"Black, gold, or gray"},"distinctions":{"value":"Tough, leathery skin that provided resistance to blasterfire"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sriluur"},"slanguage":{"value":"Sriluurian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Weequay","mode":"=","targetSpecific":false,"id":1,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"+","targetSpecific":false,"id":7,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"sriluurian","mode":"+","targetSpecific":false,"id":9,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Weequay.webp"} -{"_id":"VrD1Ngei6YbpMJx7","name":"Krish","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Krish typically have muscular bodies, flat noses, bony ridges above their eyes, stringy hair, and wide mouths filled with rows of small, pointy teeth. The pronounced ridge bisecting their skulls protects heightened sensory organs.

Krish grin widely even when only mildly amused.

Society and Culture

Krish culture fosters the species' natural aggression by promoting a love games. Their economy and culture are based on gaming, gambling, and rigorous sports: the higher the stakes, the more intriguing the game. Krish unabashedly scour the galaxy in search of danger, excitement, and new distractions. They enjoy inciting conflict, taking risks, and gambling with the lives of others. Such pursuits have led many Krish to become pirates, gamblers, mercenaries, and bounty hunters.

Although they enjoy being part of the galactic community, the Krish contribute precious little to its advancement. Krish allow their preoccupation with various cultural pastimes to interfere with their work, and they allow self-interest to rule their lives. Accordingly, Krish officials are often corrupt, treating politics as any other game and a means to gain personal prestige and power.

Names

Krish receive one non-gendered, given name (chosen by tournament) and one familial surname.

  First Names. Bardron, Falmal, Gamgalon, Tyro

  Surnames. Darvat, Lalica, Panat, Viveca

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

\n

Age. Krish reach adulthood in their mid-teens and live to be 85 years or more.

\n

Alignment. Krish are aggressive, cunning, manipulative, and self-interested. Accordingly, they tend toward the chaotic dark side, though there are exceptions.

\n

Size. Krish typically stand between 5 1/2 and 6 1/2 feet tall and weigh 180 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Extreme Athlete. Krish have natural athletic abilities, which they hone through competition. You have proficiency in the Acrobatics and Athletics skills; if you would already have proficiency, you gain expterise instead. You also gain the Forceful Vigor feat at Level 1.

\n

Gamer. Krish are obsessed with competition and games, taking a keen interest in gambling. You gain proficiency in the Sleight of Hand skill and a gaming set of your choice. You also gain advantage on all Wisdom (Insight) or Intelligence (Lore) checks you make while playing games of chance.

\n

Headbutter. Krish's bony sensory ridge is a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

\n

Sensory Ridge. Beneath the bony ridge bisecting your skull, heightened sensory organs grant you increased awareness. You have advantage on all Wisdom (Perception) checks you make that depend on your senses of hearing, smell, or sight.

\n

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

\n

Languages. You can speak, read, and write Krish and Galactic Basic.

"},"skinColorOptions":{"value":"Brown, light blue, light purple"},"hairColorOptions":{"value":"Auburn, orange, black"},"eyeColorOptions":{"value":"Brown"},"distinctions":{"value":"Sharp teeth, bony ridge, flat nose"},"heightAverage":{"value":"5'6\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"Sanza"},"slanguage":{"value":"Krish"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Krish","mode":"=","targetSpecific":false,"id":1,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[],"label":"Skills Sleight of Hand"},{"modSpecKey":"data.traits.toolProf.value","value":"game","mode":"+","targetSpecific":false,"id":9,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Krish","mode":"+","targetSpecific":false,"id":11,"itemId":"VrD1Ngei6YbpMJx7","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Krish.webp"} -{"_id":"VrW40y8EtjBuBoOH","name":"Tridactyl","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Tridactyls are small in size, roughly comparable to that of a human child, with green skin, large eyes and long pointed ears. Their three-fingered hands end in claws. Tridactyls have a carnivorous diet, with a preference towards catching and devouring live amphibians whole. Their ears are expressive, curling and unfurling in accordance with their emotions.

Members of this species are capable of growing thin hair, with shades varying from auburn to white or gray being documented. The species' life expectancy spans several centuries, and its members age very slowly, remaining in infancy for at least fifty standard years.

Society and Culture

Tridactyls are members of a diminutive reptilian race that is found throughout the galaxy. The Tridactyl race is shrouded in mystery. The species' name \"Tridactyl\" is merely a descriptive term first coined by Republic scientists because of the species' three-fingered hands. The Tridactyls have no apparent knowledge of their homeworld, heritage or even a name for themselves (or at least none that they share with outsiders). They first appeared in known space several millennia ago in small numbers, and still live in isolated communities where they stay away from the galactic mainstream. Their reclusiveness has led to many myths, rumors and wild speculation.

Tridactyls are naturally talented with the Force. While they are not all Force sensitive (contrary to common belief), Force sensitivity is much more common in Tridactyls than in other species, and they tend to be very powerful Force users. Tridactlys are reclusive, and few of their already small number go on adventures. Accordingly, their natural inclination towards the Force means that most Tridactyls that leave their communities for the greater galaxy become Jedi.

Names

Tridactyls typically use one given name and only rarely identify themselves using a surname.

  Male Names. Minch, Vandar, Yoda

  Female Names. Kuli, Moad, Yaddle

  Surnames. Jontoi, Tokare, Yaman

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 1, your Intelligence score increases by 1, and your Wisdom score increases by 1.

\n

Age. Tridactyls age very slowly, remaining in infancy for the first five decades of their lives. After that point, their physical maturation accelerates so that they reach adulthood by age 100. Tridactyls are famously long-lived, with members of the species living well into their eighth century and beyond.

\n

Alignment. Tridactyls are humble, playful, and slow to anger, so they tend toward the lawful or neutral light side, though there are exceptions.

\n

Size. Tridactyls stand between 2 and 3 feet tall and weigh approximately 45 lbs. Regardless of your position in this range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Dueling Expertise. Tridactyls' small size paired with their nimbleness makes them formidable duelists. Regardless of your class, you may choose either Dueling or Two-Weapon Fighting styles (The latter may be used when armed with melee weapons only.).

\n

Force Attunement. Tridactyls have a natural attunement to the Force, which makes them resistant to its powers. You have advantage on saving throws against Force powers.

\n

Force Awareness. Your attunement to the force is so strong that you are perfectly aware of all living (or undead) beings in your vicinity. Regardless of your class, you receive the Alert feat at level 1. Upon making a successful Wisdom (Perception) check (DC 15), you may also determine the approximate location of any being within a one mile radius.

\n

Force Sensitive. You know the Force push/pull at-will Force power and one additional at-will Force power of your choice, regardless of your class. Wisdom is your Forcecasting ability.

\n

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

\n

Undersized. Your small stature makes it hard for you to wield large weapons. You cannot use heavy shields. Additionally, you cannot use martial weapons with the two-handed property unless it also has the light property, and, if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. Tridactyls speak, read, and write Galactic Basic (although often an idiosyncratic dialect using inverted sentence structures) and two additional languages of your choice.

"},"skinColorOptions":{"value":"Green or greenish-brown"},"hairColorOptions":{"value":"Auburn, gray, or white"},"eyeColorOptions":{"value":"Green-gold, brown, or, in infancy, black with no iris"},"distinctions":{"value":"Long ears, tridactyl hands, and three-toed feet"},"heightAverage":{"value":"2'2\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"20 lb."},"weightRollMod":{"value":"x(1d8) lb."},"homeworld":{"value":"Unknown"},"slanguage":{"value":"Galactic Basic (an idiosyncratic dialect)"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tridactyl","mode":"=","targetSpecific":false,"id":1,"itemId":"VrW40y8EtjBuBoOH","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"VrW40y8EtjBuBoOH","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"VrW40y8EtjBuBoOH","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"VrW40y8EtjBuBoOH","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":5,"itemId":"VrW40y8EtjBuBoOH","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":6,"itemId":"VrW40y8EtjBuBoOH","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"VrW40y8EtjBuBoOH","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Tridactyl.webp"} {"_id":"WP9bLQxwXYvgCUxM","name":"Mirialan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mirialans are a near-human species native to the planet Mirial. They have green to yellow skin and tattoos on their faces. The Mirialans are known for their spirituality and strong connection with the world around them. Mirialans are very flexible and agile, making them fast and formidable foes.

Society and Culture

The Mirialan people are deeply religious and practice a primitive understanding of the Force. They believe each individual's actions contribute to their destiny, building upon past successes and failures to drive them towards their fates. Within their belief system was the view that individual actions ripple through the Force, also affecting the destiny of the species as a whole.\r\n\r\nA Mirialan often places a unique, geometrically repeated tattoo on their face and hands to signify that they have completed a certain test or task, or achieved sufficient aptitude for a certain skill. The number of tattoos often acts as a good indicator of how mature and/or skilled a Mirialan was. Because the more markings brings about a form of status, Mirialan society is stratified and allows the heavily marked citizens to access greater opportunities. Despite its importance, most Mirialans do not know the entirety of the tattoo lexicon due to its complexity. The interaction between placement and positioning of the shapes is incredibly subtle and changes their meaning greatly.

Names

Mirialan names are typically concise and rarely more than two syllables. Surnames are familial.

  Male Names. Boca, Floha, Jemy, Puv, Choqa

  Female Names. Buf, Ches, Kebe, Ovof, Shaqa

  Surnames. Acave, Ishakee, Kefvi, Uflozi, Zoria","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Mirialan reach adulthood in their late teens and live less than a century.

Alignment. Mirialans spiritual tendencies cause them to tend towards the light side, though there are exceptions.

Size. Mirialan typically stand 5 to 6 feet tall and weight 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Spiritual. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about a culture's religion.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Mirialan.

"},"skinColorOptions":{"value":"Green, olive, or yellow"},"hairColorOptions":{"value":"Black, blonde, brown, or red"},"eyeColorOptions":{"value":"Blue, green, violet, grey, red, yellow, or orange"},"distinctions":{"value":"Facial tattoos, flexible and agile"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mirial"},"slanguage":{"value":"Mirialan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mirialan","mode":"+","targetSpecific":false,"id":1,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mirialan","mode":"+","targetSpecific":false,"id":8,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Mirialan.webp"} {"_id":"X9XkCc2o3zoLBrlS","name":"Kage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The kage are a pale-skinned sentient species native to the caverns in the planet of Quarzite. The kage have a long-time conflict with the belugans, consistently at odds with them. During the Clone Wars, Otua Blank ordered the capture of Pluma Sodi to marry her, she was later given back to the Kage Warriors by Asajj Ventress.

Society and Culture

The kage are a dedicated people of physical excellence; they train tireless and elite fighter-monks known as Kage warriors. They tend to use weapons with electric or disruptive properties, but they are also great fighters in unarmed combat. Kage warriors are respected in Kage society as the greatest calling a kage might follow.\r\n\r\nKage also share an affinity with animals, most notably the native multi-legged milodon, developing a symbiotic relationship. They use the milodon as transport; they can keep pace with the subtram transports that supply belugan strongholds, and launch raids that often catch the belugan security forces off-guard.

Names

Kage names are generally multisyllable with melodic intonations. Surnames are familial.

  Male Names. Baalin, Forta, Krismo, Rafa, Timko

  Female Names. Chena, Fari, Moora, Ooni, Pluma

  Surnames. Buno, Keeli, Nima, Sodi, Tani","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Kage reach adulthood in their late teens and live less than a century.

Alignment. Kages' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Kage typically stand between 5 and 6 feet tall, and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Animal Handler. You are proficient in Animal Handling.

Athletic. You have proficiency in the Athletics skill.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. You've lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Weapon Training. Kage are adept warriors. You are proficient with the electroprod and electrostaff.

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Gray, white"},"hairColorOptions":{"value":"Gray, pale yellow, white"},"eyeColorOptions":{"value":"Green, pink, red, yellow"},"distinctions":{"value":"Athleticism, pale skin, piercing eyes"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Quarzite"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kage","mode":"=","targetSpecific":false,"id":1,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"+","targetSpecific":false,"id":4,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"electroprod","mode":"+","targetSpecific":false,"id":9,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"electrostaff","mode":"+","targetSpecific":false,"id":10,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kage.webp"} -{"_id":"Xyp8DfoesdKSC1u3","name":"Hyalisiqsa","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Hyalisiqsa are a powerful, bestial species that owe their existence to the genetic meddling of the Sith. Born of an alchemical process that combined Sith pureblood DNA with that of a rancor, the Hyalisiqsa roared into the shadows of Korriban five decades before the Great Hyperspace War, only to be abandoned on their homeworld after that conflict ended. Long forgotten and left to their own devices, these immense, force-sensitive brutes thrived and organized themselves into numerous clans or vrzaschri united by their natural adherence to the dark side but kept at odds by their desire for supremacy. Standing well over nine feet tall, these massive aberrations possess the fearsome jaws, incredible brawn, and boundless rage of a rancor with the force-sensitive finesse and evil intelligence of a Sith, providing the stuff of legends that has given countless Jedi troubled dreams.

\n

Society and Culture

\n

Consistent with their monstrous heritage, power and physical strength play central roles in Hyalisiqsa society. Vrzaschri chieftains, known as vrzaschritus (a non-gendered title), enforce a clan caste system determined by members' hunting ability and combat prowess. Caste mobility is frequently fluid due to regular and particularly savage challenges, and even the vrzaschritu's rule lasts only as long as s/he can survive challenges issued by underlings. Challengers who fail and survive what often becomes mortal combat are publicly rebuked and typically descend one tier in the caste hierarchy.

\n

Both their compulsive bloodlust and their cruel desire for domination frequently bring various vrzaschri into conflict. Hyalisiqsa clan conflicts, like their caste systems, are equally ritualized, includng formal declarations of war, deadly champion combat, periods of rest to heal the wounded, and tribute of goods and slaves paid to the victors for the allies slain and cannibalized during the war.

\n

Names

\n

Hyalisiqsa receive a given name and take their clan name as a sign of servitude. Hyalisiqsa first names are relatively dry and simplistic compared to their clan names, which are filled with harsh consonant sounds.

\n

  Male Names. Derriphan, Hask, Kintik, Sutta,

\n

  Female Names. Asha, Chwuq, Jen, Midwan

\n

  Clan Names. Bryzcjasta, Gottwicxu, L'orghiskti, Thaaltchuiswo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 1, your Constitution score increases by 1, and your Charisma score increases by 1.

\n

Age. Hyalisiqsa reach adulthood in their early teens and rarely live beyond the age of 50 due to their extremely violent, competitive culture. Only the most dominant and powerful members of this species survive to see their sixth decade of life.

\n

Alignment. Hyalisiqsa are cruel and vicious, but they do adhere to a strict, hierarchical social order. Accordingly, Hyalisiqsa tend toward the lawful dark side, though there are exceptions.

\n

Size. Hyalisiqsa typically stand between 9 1/2 and 10 1/2 feet tall and weigh 450 lbs. Regardless of your position in that range, your size is Large.

\n

Speed. Your base walking speed is 35 feet.

\n

Compulsive Cannibalism. Hyalisiqsa suffer an overwhelming craving for the flesh and blood of prey they have hunted or foes they have killed in combat. Twice per day, you must kill a creature that you consume raw or suffer one level of exhaustion. These effects take hold after the second missed meal and increase one level for every two meals missed thereafter. Each normal day of eating will relieve you of one level of exhaustion until you are restored to normal health.

\n

Force Sensitive. You know the denounce at-will Force power. When you reach 3rd level, you can cast the curse Force power once per day. When you reach 5th level, you can also cast the darkness Force power once per day. Charisma is your forcecasting ability for these powers.

\n

Hunter. You are proficient in Survival and Stealth.

\n

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Thick Hide. You have a thick hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. At 11th and 17th level, your unarmored AC increases by 1.

\n

Tooth and Claw. Hyalisiqsa's gaping mouths contain enormous, extremely sharp teeth capable of rending flesh from bone. Equally deadly are their razor-like claws. Your teeth and claws are natural weapons that you can use to make unarmed attacks. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Languages. You can speak, read, and write Sith and Galactic Basic.

"},"skinColorOptions":{"value":"Red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Huge jaws, massive frame, force-sensitive"},"heightAverage":{"value":"9'6\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"400 lb."},"weightRollMod":{"value":"x(1d10) lb."},"homeworld":{"value":"Korriban"},"slanguage":{"value":"Sith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Hyalisiqsa","mode":"=","targetSpecific":false,"id":1,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[]},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"lg","mode":"=","targetSpecific":false,"id":5,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":6,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":10,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sith","mode":"+","targetSpecific":false,"id":12,"itemId":"Xyp8DfoesdKSC1u3","active":false,"_targets":[],"label":"Traits Language"}]}},"img":"systems/sw5e/packs/Icons/Species/Hyalisiqsa.webp"} -{"_id":"YFTp0rf8yMmhaQtJ","name":"Latero","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Latero are a sentient mammalian species from the temperate planet of Lateron. Standing shorter than the average human, these hairy beings have short, pointy ears, wide faces framed by luxurious mutton chops (both males and females grow their facial hair in this fashion), and four extremely dextrous arms. Despite their typically pot-bellied appearance, Latero are naturally nimble and capable of amazing acts of agility, especially with their numerous hands.

Society and Culture

Latero are a technologically advanced species that has benefitted from the plentiful natural resources of its home planet, Lateron. Both the planet's vast stores of raw materials and the Latero's lack of armed forces and offensive technolgy have made Lateron a target of aggression by numerous alien factions. The Latero's emphasis on universal education has prepared many of their number for distinguished careers in astrogation, experimental technology, and xenobiology. Latero are typically genial and easygoing, though their lack of martial tendencies and short stature can make them timid around much larger species.

Names

Latero typically receive one given name and one familial surname.

  Male Names. Bromo, Duud, Greez, Olis

  Female Names. Gerl, Jali, Niora, Suin

  Surnames. Dritus, Feeb, Gostron, Puoliot

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Latero reach adulthood in their early teens and live for less than a century.

Alignment. Latero tend toward no particular alignment. The best and worst are found among them.

Size. Latero typically stand between 4 and 4 1/2 feet tall and weigh around 85 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dextrous. Your extra limbs and natural agility make you capable of performing virtuosic acts of manual dexterity with ease. You gain proficiency in the Sleight of Hand skill and one gaming set of your choice.

Extra Arms. Latero can hold up to four items or weapons at a time. This ability does not grant extra attacks; however, it does mean Latero can wield two two-handed weapons at a time.

Keen Hearing and Smell. You have advantage on all Wisdom (Perception) checks pertaining to hearing or smell.

Lateron Education. Lateron is home to a number of excellent schools that are well respected throughout the galaxy. You gain proficiency in your choice of two of the following skills: Animal Handling, Lore, Medicine, Nature, Piloting, or Technology.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You can speak, read, and write Latero and Galactic Basic.

"},"skinColorOptions":{"value":"Gray, white"},"hairColorOptions":{"value":"Brown, gray, white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Four arms, short pointy ears, prominent mutton chops"},"heightAverage":{"value":"3'6\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(1d4) lb."},"homeworld":{"value":"Lateron"},"slanguage":{"value":"Latero"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Latero","mode":"=","targetSpecific":false,"id":1,"itemId":"YFTp0rf8yMmhaQtJ","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"YFTp0rf8yMmhaQtJ","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YFTp0rf8yMmhaQtJ","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"YFTp0rf8yMmhaQtJ","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"YFTp0rf8yMmhaQtJ","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"YFTp0rf8yMmhaQtJ","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"YFTp0rf8yMmhaQtJ","active":false,"_targets":[],"label":"Skills Sleight of Hand"},{"modSpecKey":"data.traits.toolProf.value","value":"game","mode":"+","targetSpecific":false,"id":8,"itemId":"YFTp0rf8yMmhaQtJ","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"YFTp0rf8yMmhaQtJ","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Latero","mode":"+","targetSpecific":false,"id":10,"itemId":"YFTp0rf8yMmhaQtJ","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Latero.webp"} -{"_id":"YmNRRnV38AVY8r2A","name":"Temolak","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Temolak are heavyset bipeds with skin the color of red clay. Their build is extremely muscular and taller than the average human, though their posture is slightly hunched. Fin-like appendages run the length of the undersides of their forearms, stretching from their elbows to above the wrists. Temolak faces appear scrunched and dominated by a wide, hairless head, small fin ridges on their chin, and large upward-curving horns rising from their cheekbones. Their eyes are small, sunken, and white, and their mouths are full of large, crooked teeth. A wide nose with large, flaring nostrils that expanded when they speak completes their striking visage. Temolak's harsh environment has produced evolutionary adaptations to cope with the hardships of their chosen lifestyle. Accordingly their bodies contain two hearts, two livers, four lungs, and three kidneys.

Society and Culture

Since their departure from Zirulast, Temolak's society has focused on salvage. They typically search the galaxy for derelict starships, space stations, and other detritus. They are adept at turning what others see as mere scraps into workable technology, and often strip derelict vessels down to the wiring and deckplates. They use abandoned space stations as their homes and bases of operation, treating them as colonies. Temolak are timid and nonviolent and prove themselves very quiet and crafty for a species with such a brutish appearance. They are resourceful and well-versed in technology and are not averse to fighting for what they see as theirs

Names

Temolak typically receive one given name.

  Male Names. Durakas, Orborus, Shalunask, Unkave

  Female Names. Chaiza, Kurun, Luzura, Zardanka

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strengh score increases by 1, your Constitution score increases by 1, and your Intelligence score increases by 1.

Age. Temolak reach adulthood in their late teens and live to be more than 100 years old.

Alignment. Temolak's survival as galactic scavengers has led them to become opportunistic and, at times, willing to deceive others for profit. Accordingly, they tend toward chaotic alignments, though there are exceptions.

Size. Temolak typically stand between 6 1/2 and 7 1/2 feet tall and weigh 290 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hide. Temolak have thick skin that provides natural protection from harm. While you are unarmored, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Redundant Organs. Your backup organs make your exceedingly hardy. You have resistance to poison damage, can hold your breath for 15 minutes, and can complete a long rest in 4 hours instead of 8.

Tech Dabbler. You know the On/Off at-will tech power and two other at-will tech powers of your choice. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

Tech Resistance. As a Temolak, you take to new technology quickly. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Tusks. Temolak's sharp tusks provide natural weapons that you can use to make unarmed attacks. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

Languages. You can speak, read, and write Temolish and Galactic Basic. Spoken Temolish sounds unrefined and guttural to outsiders.

"},"skinColorOptions":{"value":"Reddish"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Heavily muscled, forearm fins, facial horns"},"heightAverage":{"value":"6'10\""},"heightRollMod":{"value":"+1d8\""},"weightAverage":{"value":"250 lb."},"weightRollMod":{"value":"x(1d8) lb."},"homeworld":{"value":"Zirulast"},"slanguage":{"value":"Temolish"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Temolak","mode":"=","targetSpecific":false,"id":1,"itemId":"YmNRRnV38AVY8r2A","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"YmNRRnV38AVY8r2A","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YmNRRnV38AVY8r2A","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"YmNRRnV38AVY8r2A","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"YmNRRnV38AVY8r2A","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"YmNRRnV38AVY8r2A","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":7,"itemId":"YmNRRnV38AVY8r2A","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":8,"itemId":"YmNRRnV38AVY8r2A","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"YmNRRnV38AVY8r2A","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Temolish","mode":"+","targetSpecific":false,"id":10,"itemId":"YmNRRnV38AVY8r2A","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Temolak.webp"} {"_id":"YqIEJFFym6aAXLcU","name":"Yevetha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Physically, the Yevetha are tall beings with a ghoulish appearance that is bereft of any body hair, being described as being so gaunt as to seem skeletal due to their pallid gray skin and lithe builds. The species possesses six fingered hands that have retractable dewclaws. Each one is located on the inside of the wrist above their six-fingered hands. Their dewclaws shoot from a sheath of a skin beneath their cadaverous hands and are capable of being retracted. When extended fully, the wrist blades reach about a foot in length, and are used in close combat and blood sacrifices. The Yevetha also possess a greater tolerance for g-forces when compared to Human pilots.

Society and Culture

Within their society, blood is an important aspect of their culture and is a central focus of their religious belief system. This has resulted in them becoming a particularly violent species. For the Yevetha, death is not to be feared. They are described as being dutiful, attentive, cautious but also fatalistic in their view of the universe. When fighting against other foes, Yevetha are notable for being ruthless fighters who never surrender even in the face of certain defeat. Due to the brutal nature of their society, the Yevetha do not possess a single jail, penitentiary or stockade as they believe there is no need for such facilities. In fact, they do not possess a word in their language for either convict or incarcerate.

Names

Yevetha names are sharp and are kept to one syllable, not varying significantly based on gender. Surnames are familial.

  First Names. Ral, Var, Cax, Tav, Fol, Sip, Nov

  Surnames. Faalk, Naalar, Giinn, Ralle, Xoota","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Yevetha reach adulthood in their early teens and live less than a century.

Alignment. Yevetha's xenophobic attitude causes them to tend toward the dark side, though there are exceptions.

Size. Yevetha typically stand between 6 and 6 and a half feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Arm Blades. Your retractable dewclaws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mechanical Memory. Whenever you make an Intelligence (Technology) check related to memorizing or duplicating mechanical readouts, you are considered to have expertise in the Technology skill.

Languages. You can speak, read, and write Galactic Basic and Yevethan. Yevetha are able to speak other languages, but their isolationist nature makes them tend to reject the languages of other species. Only rarely would a Yevethan speak Galactic Basic, as this would often decrease their social standing.

"},"skinColorOptions":{"value":"Green or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Retractable dewclaws, six fingers"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"N'zoth"},"slanguage":{"value":"Yevethan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.ideal","value":"Yevetha","mode":"=","targetSpecific":false,"id":1,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Details Ideal"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"yevethan","mode":"+","targetSpecific":false,"id":7,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Yevetha.webp"} {"_id":"Yz4weM0JsYuxZ5Fl","name":"Gand","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Gand are sentient, stocky humanoids whose insectoid bodies are covered in a chitinous exoskeleton. The natural armor allow the Gand to shrug off injuries that would cripple most other species. The exoskeleton provides extra protection in the clavicle region, which prevented most nerve or pressure-point strikes to the neck and shoulders. In addition, Gands have the remarkable ability to regrow lost limbs. If a Gand is dismembered, it can regrow a lost limb in a few days.

\n

Society and Culture

\n

Gand society places heavy importance on the achievements of an individual and holds that an individual has no name, and thus no worth, until he or she proves otherwise. The speech patterns of Gands utilize third-person self-reference within each level of identity earned. Young or unproven Gands are all called \"Gand,\" as they are considered merely aspects of the same whole. Major accomplishments earn the use of a family surname. Mastering a skill, such as becoming a findsman, allows for the use of the given name, all with third-person self-reference. This manner of speaking is common within the spoken and written Gand language but is more predominant when a Gand speaks Basic; it is often a source of amusement to outsiders.

\n

Names

\n

Until a Gand has earned the use of a name, they go simply by the term \"Gand.\" Gand speak in the third person and refer to themselves by name. Often, when a Gand feels shamed, they will stop referring to themselves by their name and revert to calling themselves \"Gand\" until they prove themselves again. Male and female names are not distinct.

\n

  First Names. C'nyir, Dash, Iglid, Kyuffax, T'rix

\n

  Surname. Diqlu, Krakee, Praafri, Quudya, Zooq

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.

Age. Gand reach adulthood when they earn their name, which is usually in their teens, and live to be about 70 on average.

Alignment. Gand tend toward no particular alignment. The best and worst are found among them.

Size. Gand stand 4 to 6 feet tall and weigh around 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Gand Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Lungless. Gand do not have lungs, and therefore do not need to breathe.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Gand. The Gand language does not use pronouns as Gand refer to themselves in the third person, so often Gand who speak Galactic Basic are difficult to understand.

"},"skinColorOptions":{"value":"Varying shades of brown, green, and purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown, black, green, or silver"},"distinctions":{"value":"Exoskeletons, three-fingered hands"},"heightAverage":{"value":"4'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"75 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Gand"},"slanguage":{"value":"Gand"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gand","mode":"=","targetSpecific":false,"id":1,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gand","mode":"+","targetSpecific":false,"id":9,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Gand.webp"} -{"_id":"Z227J0nyppsh4zAC","name":"Maelibus","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Maelibi are very tall and achingly beautiful—at times seeming even more radiant than the Diathim. Their scaled humanoid bodies are seemingly formed from molten gold, and they possess natural claws, razor-sharp teeth, and horns which contribute to their demonic appearance.

\n

Society and Culture

\n

The Maelibi (often referred to as \"Demons\") inhabit Iego's core and, for the most part, their existence remains known only to the castaways on the planet's surface. Though Maelibi are not capable of mind control, those who have seen them still consider them to be even more beautiful than the Diathim.

\n

Able burrowers, Maelibi use their immense strength, speed, and claws to burrow through the ground rapidly, as well as to create vast tunnel networks. Within these networks, the Maelibi sing hypnotic melodies, their vocal cords producing pitches specifically designed to disrupt brainwaves and promote confusion in even the strongest sentients. Many claim that their lyrical voices are the embodiment of music itself, with none capable of eluding their siren call. When their prey is close enough, once annually the Maelibi explosively burrow out of the ground and drag their screaming prey beneath the surface, eating them alive.

\n

Names

\n

The origins and customs surrounding Maelibi names remain a mystery. Their given names appear to be non-gendered.

\n

  First Names. Narvossar, Puliram, Rivanul, Trullos, Yosmanur

\n

  Surnames. D'zunnis, Hx'jolei, Ios'duca, L'iluleor, Solin'tunu

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 1, your Constitution score increases by 1, and your Charisma score increases by 1.

\n

Age. Maelibi reach adulthood in their early twenties and live to be more than 300 years old.

\n

Alignment. While Maelibi prey on travelers stranded on Iego, they do so without malice. Accordingly, Maelibi tend toward the chaotic balanced side, though there are exceptions.

\n

Size. Maelibi typically stand between 9 1/2 and 10 1/2 feet tall and weigh 250 lbs. Regardless of your position in that range, your size is Large.

\n

Speed. Your base walking speed is 35 feet.

\n

Burrow. Maelibi live in Iego's core and are expert burrowers. You have a burrowing speed of 25 feet.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Demonic Appearance. Maelibi possess a grotesquely sublime appearance that is both arresting and unnerving at once. You gain proficiency in the Intimidation skill.

\n

Horns. Your horns are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Hypnotic Singing. Maelibi produce pitches specifically designed to disrupt brainwaves, instilling a hypnotic compulsion and confusion in even the strongest sentients. Regardless of your class, your singing allows you the use of the Force confusion power on multiple, visible targets within a distance of 120 feet. You may use this ability once in between short or long rests.

\n

Metallic Skin. Maelibi possess bodies seemingly formed from molten gold. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your tough skin is naturally adapted to hot climates and grants you resistance to energy attacks.

\n

Tooth and Nail. Your sharp teeth and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

\n

Languages. You can speak, read, and write Maelibi. Maelibi always sing rather than speak and have extreme difficulty communicating in less melodic languages. A Maelibus is incapable of singing Binary (Though they may still learn to understand it.).

"},"skinColorOptions":{"value":"Metallic gold"},"hairColorOptions":{"value":"Brown, black"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Horns, claws, sharp teeth, golden skin, hypnotic singing abilities"},"heightAverage":{"value":"8'6\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(1d4) lb."},"homeworld":{"value":"Iego"},"slanguage":{"value":"Maelibi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Maelibus","mode":"=","targetSpecific":false,"id":1,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"lg","mode":"=","targetSpecific":false,"id":5,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"+","targetSpecific":false,"id":6,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Burrowing (25 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":10,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.custom","value":"Maelibi","mode":"+","targetSpecific":false,"id":11,"itemId":"Z227J0nyppsh4zAC","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Maelibus.webp"} {"_id":"Z8UFss9KSFlmoU5S","name":"Ssi-Ruu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ssi-ruuk are a predatory, warm-blooded saurian species gifted with ferocious strength, remarkable speed, and sharp fangs and claws, traits that serve them well in the volcanic jungles of their homeworld of Lwhekk. Their muscular forms combined with their powerful tails make them very agile hunters, and their colorfully-scaled hides have been proven to be resistant even to blaster bolts. From their nostrils, two scent-tongues protrude that grant them enhanced olfactory senses, compensating for the poor vision afforded them by their dark, three-lidded eyes. No Ssi-ruu has ever been known to be Force-sensitive.

\n

Society and Culture

\n

The citizens of the Ssi-ruuvi Imperium follow a rigid caste system in which their station in society is determined by the color of the scales they are born with. Among these, the brown-scaled outcasts are regarded as the lowest of the low, and have no place in the Imperium beyond menial labor or death at birth. Deeply xenophobic and religious, the Ssi-ruuk view the rest of the galaxy as populated by lesser beings whose worlds rightfully belong to the Imperium. Despite their fierce nature, most ssi-ruuk are afraid of dying on a world unconsecrated by their priest caste, as they believe their souls would be doomed, so they harvest and \"entech\" the life-energy of other species to power droids that fight for them. The entechment process is torturous and painful to its victims, and is the main power source of Ssi-ruuvi technology.

\n

Names

\n

Ssi-ruuvi names are difficult to pronounce and gender neutral. Many ssi-ruuk adopt nicknames to make the lives of their associates easier. Ssi-ruuk do not have surnames.

\n

  Names. Firwirrung, Ivpikkis, Sh'tk'ith, Th'twirirl, Yifaii

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Ssi-ruuk reach adulthood in their early teens and live to between 100 and 120 years.

Alignment. Ssi-ruuk's cultural drive to enslave and entech others cause them to tend toward the dark side, though there are exceptions.

Size. Ssi-ruuk typically stand between 6 or 7 feet tall and weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Type. Your creature type is both beast and humanoid.

Force Insensitive. While Ssi-ruuk can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

Hunter. You are proficient in Survival.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Natural Empathy. Ssi-ruuk have scent-tongues that let them read the emotions of individuals. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Thick Skin. You have tough, scaly skin and prefer not to wear clothes. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Tooth and Nail. Your fangs and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Ssi-ruuvi. Ssi-ruuvi is a language of musical whistles, honks and clicks, and is nigh impossible for humans and similar species to speak.

"},"skinColorOptions":{"value":"Brown, red, or tan scales"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Solid black"},"distinctions":{"value":"Reptilian, tails, scent-tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Lwhekk"},"slanguage":{"value":"Ssi-ruuvi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ssi-Ruu","mode":"=","targetSpecific":false,"id":1,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ssi-ruuvi","mode":"+","targetSpecific":false,"id":9,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ssi-Ruu.webp"} {"_id":"ZM7yobAHJ0IJIOhA","name":"Flesh Raider","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Flesh raiders are a more primitive, and more physically imposing subspecies of rakata that mutated prior to the end of the Infinite Empire. A life above ground and in caves has led the flesh raiders to lose their more amphibian traits, and are now more humanoid in their biological needs, though they seem to only be able to digest meats and flesh.\n\nFlesh raiders keep many of their ancestral rakatan features, though they have experienced a form of gigantism that has lead to their interesting appearance, that of a flat topped, spade shaped head, with blade-like eye stalks coming off the side ends of the spade. Their body structure also more closely matches that of a trandoshan or dashade, being bulky and imposing in stature, towering over most other sentient creatures.\n\nUnlike contemporary rakata, flesh raiders did not lose their ability to tap into the Force.

Society and Culture

Flesh raiders are known to form small clan structures, with a war boss in charge of the clan. Those flesh raiders who are born Force-sensitive can be found imitating a temple structure, with a powerful Force-sensitive, usually from another species, leading them. \n\nFlesh raiders still speak the rakatan language, though it has developed into a cruder variant.

Names

Flesh raider names tend to be short and concise, embodying strength and virility. Flesh raider names make no distinction between male and female names. Surnames are clan-based, though they are rarely used.

  First Names. Cha'nagh, Fashk, Gorshh, Keshk, Mar'govrok

  Surnames. Ban, Fel, Kuir, Penk, Teeshk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom or Charisma score increases by 1.

\n

Age. Flesh raiders reach adulthoood by 20 and rarely live longer than 90 years.

\n

Alignment. Flesh raiders' propensity towards war and aggression cause them to tend toward chaotic dark side, though there are exceptions.

\n

Size. Flesh raiders typically stand between 6 and 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Contention. Due to their unique physiology, flesh raider hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Hunters. Whenever you make a Wisdom (Survival) check to hunt for food, you are considered to have expertise in the Survival skill.

\n

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Brown, pink, red, or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, dark blue, dark green"},"distinctions":{"value":"Horizontal eye stalks, horizontal spade-shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tython"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Flesh Raider","mode":"=","targetSpecific":false,"id":1,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":8,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Flesh%20Raider.webp"} {"_id":"a6nvR93PW0IDP5Al","name":"Togruta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Togruta have rusty skin tones ranging in hue from blue to red to green, with white pigmentation on their faces, greyish lips, and white stripes adorn various parts of their bodies. The pattern of stripes varies from individual to individual. This red and white pattern was a phenotype left over from their ancestor's camouflage that helped them to blend in with Shili's natural surroundings.

Their heads bear two montrals, with three to four head-tails, whose stripes were darker than those of the montrals. Togruta have the ability to sense the proximity and movement of physical objects around them by means of their hollow montrals, which detect space ultrasonically. Young togrutas' montrals and posterior head-tail do not fully grow until adolescence, when their montrals curve and their final head-tail grows to the length of their other head-tails.

Society and Culture

Togruta have a strong sense of unity and togetherness. On their native homeworld of Shili, they rely on each other and band together to take a stand against the massive monsters that hunt them. The creatures of Shili most often attack in groups, which was even more reason for the native togruta to work together. While most of Shili is covered in the scrublands where the togruta hunt their herbivorous prey, the togruta live in small communities in the forest valleys.

Names

Togruta names are typically long. Surnames are familial.

  Male Names. Acanaar, Mukraas, Obolak, Tokrym

  Female Names. Akoma, Maasha, Okohlo, Shola

  Surnames. Hyl, Na, Nim, Ris, Resh, Vaal, Zin

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Togruta reach adulthood in their late teens and live less than a century.

Alignment. Togruta culture focuses on unity which causes them to tend toward the light side, though there are exceptions.

Size. Togruta typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Montral Reception. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Wild Hunters. You have proficiency with the Survival skill.

Languages. You can speak, read, and write Galactic Basic and Togruti. Togruti is an ornate language characterized by trills and long vowel sounds which are modified by subtle tremors in the togruta's head-tails. This language is heavily influenced by Basic, but also incorporates some native idioms, which caused Basic-speaking togruta to use seemingly strange expressions.

"},"skinColorOptions":{"value":"Blue, green, orange, purple, red, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green, orange, purple, yellow, or red"},"distinctions":{"value":"Sharp canine teeth, two montrals, three or four head-tails"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Shili"},"slanguage":{"value":"Togruti"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togruta","mode":"=","targetSpecific":false,"id":1,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[]},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"togruti","mode":"+","targetSpecific":false,"id":9,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"}]}},"img":"systems/sw5e/packs/Icons/Species/Togruta.webp"} @@ -79,51 +63,35 @@ {"_id":"beKEiFfbXTdoquLD","name":"Cerean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cereans' enlarged skulls, extending above their foreheads, house complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helps them to ponder two sides of an issue at once. It also enables them to process information and solve problems rapidly and provides a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tend to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which works in harmony with nature. Though the quick-thinking Cereans have equally quick reflexes, they are commonly not as well coordinated as humans.

\n

Society and Culture

\n

Cereans developed a low-tech society on their homeworld and prefer to live in isolation from the wider galaxy. Preserving the natural beauty of Cerea, the planet is home to many Outsider Citadels where it is permissible to use offworld technology, though it could not be removed from the Citadel. Meditation is a core part of a Cerean's daily rituals, with many employing specially-forged kasha crystals as a focusing tool. By focusing one's thoughts while in contact with such crystals, distractions are eliminated, creating an exceptional meditation environment. Cerean Jedi sometimes incorporate these crystals into their lightsabers, providing great focus, even during intense physical combat.

\n

Names

\n

Cerean male first names are often hyphenated, while females are not. Surnames are familial.

\n

  Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz

\n

  Female Names. Dreash, Kilniavy, Melm, Rharoth

\n

  Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Cereans reach adulthood in their late teens and live less than a century.

Alignment. Cereans' altruistic nature causes them to tend toward the light side, though there are exceptions.

Size. Cereans typically stand between 6 and 7 feet tall and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Intuitive Initiative. You can choose to reroll Initiative checks, but you must use the new roll.

Closed Mind. Cereans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

Perceptive. You have proficiency in Perception.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Trance. Cereans don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Cerean.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Blond, brown, or white (usually with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Cone-like skull, binary brain"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cerea"},"slanguage":{"value":"Cerean"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cerean","mode":"=","targetSpecific":false,"id":1,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"cerean","mode":"+","targetSpecific":false,"id":8,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Cerean.webp"} {"_id":"bm3Q9H2LWfkGuXeh","name":"Talz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Talz are large, bulky, bipedal creatures, that are covered head to toe in thick white fur, which provides exceptional insulation against their frozen world. Talz have four eyes, which are also adaptations to their native environment. The larger set of eyes are shut during the day, when sunlight reflects off the snow with dazzling brightness—able to blind sensitive optical organs—leaving the smaller set to navigate with. Alternatively, during the deep darkness of their homeworld's moonless night, the larger pair are utilized to provide the Talz with adequate vision. Talz use a small proboscis to eat and communicate, creating high-pitched chirps and buzzes.

\n

Society and Culture

\n

Talz are a hunter-gatherer, clan-based society. They work in unison, and treat the entire clan as one single familial entity. Resources on Ordo Plutonia are often scarce, which leads to warring among Talz tribes. However, the clans are adept at forming a unified front when they face a common enemy. Talz are large, brutal creatures and are often used as guards and enforcers. Sometimes they are taken as slaves, though it's rare; they are rebellious against authority and don't take well to slavery. There are rumors that Talz are captured for scientific experimentation.

\n

Names

\n

Talz names are fairly gutteral and are characterized by their harsh nature. Female names are typically longer than male names. Surnames are clan-based, though it's rare that a Talz shares them with non-Talz.

\n

  Male Names. Drak, Fedirk, Imom, Ke, Twift

\n

  Female Names. Ilnuno, Ontuga, Utrukk, Zimtucc

\n

  Surnames. Dic, Noetoc, Suptat, Wume, Zapak

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Talz reach adulthood at 10 and rarely live longer than 50 years.

Alignment. Talz' peaceful and slow-to-anger nature cause them to tend toward the light side, though there are exceptions.

Size. Talz stand between 6 and 8 feet tall and weigh around 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Languages. You can speak, read, and write Talzzi. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Talzzi is characterized by its high-pitched chirps and buzzes.

"},"skinColorOptions":{"value":"Black or grey"},"hairColorOptions":{"value":"Grey, pink, or white"},"eyeColorOptions":{"value":"Black, dark blue, or dark red"},"distinctions":{"value":"Covered in fur, four eyes, unable to speak Galactic Basic"},"heightAverage":{"value":"6'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"180 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Orto Plutonia"},"slanguage":{"value":"Talzzi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Talz","mode":"=","targetSpecific":false,"id":1,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":7,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"talzzi","mode":"+","targetSpecific":false,"id":9,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Talz.webp"} {"_id":"c98uGMijMGhFkeQb","name":"Aqualish","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

An amphibious species native to the planet Ando, the Aqualish people have two facial tusks which curve down over their mouths; a trait which added to their appearance as arachnids. These facial tusks are highly sensitive to heat and cold and are used for cracking open the hard shells of shellfish or burrowing through the swampy loam of their homeworld. Having finned hands and two bulbous black eyes, Aqualish are unable to manipulate most machinery or equipment developed by the galaxy's many species which designed these tools for beings with digits. As a result, Aqualish tend to remain on their homeworld. Aqualish are well known for their hair-trigger tempers that flare without reason. While Force-sensitive Aqualish are rare, members of the species have trained as both Sith and Jedi, though they typically gravitate toward the former.

\n

Society and Culture

\n

The Aqualish hate the image they have in the galaxy as thugs, regardless of its veracity, and blame it on any- and everyone else. Because of this, the species are considered pariahs on Ando, which has a lower population of Aqualish than the galaxy itself. All Aqualish speak mutually intelligible dialects of the same language. Quarrelsome and thug-like, the Aqualish culture revolved around aggression and toughness, with diplomacy being one of their weakest attributes.

\n

Names

\n

Aqualish names are intended to sound strong. Surnames are not familial, but are chosen by each individual Aqualish.

\n

  Male Names. Bung, Gu, Opege, Soni, Tubop

\n

  Female Names. Cestirki, Duni, Iftu, Sifre, Umi

\n

  Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Aqualish reach adulthood in their late teens and live less than a century.

\n

Alignment. Aqualish's aggressive personalities cause them to tend toward the dark side, though there are exceptions.

\n

Size. Aqualish stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arms Dealers. Whenever you make a Charisma (Persuasion) check related to buying or selling weapons, you are considered to have expertise in the Persuasion skill.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Aqualish. Aqualish is a harsh, guttural language. It's rare that other species bother to learn it unless they regularly interact with Aqualish.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, blue, green, or red"},"hairColorOptions":{"value":"Black, brown, or gray"},"eyeColorOptions":{"value":"Black, blue, red, or brown"},"distinctions":{"value":"Tusks, belligerent personalities, brawny stature"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ando"},"slanguage":{"value":"Aqualish"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aqualish","mode":"=","targetSpecific":false,"id":1,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"aqualish","mode":"+","targetSpecific":false,"id":10,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aqualish.webp"} -{"_id":"ct5x6lNWNOOAH9c0","name":"Mon Calamari","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The mon calamari are a bipedal, amphibious species with high-domed heads, webbed hands and large, goggle-like eyes. In addition to being webbed, the mon calamari hand presents three suction-cup like holes on its palm, and featured five claw-tipped fingers: one opposable thumb, two long middle fingers, and two very short outer fingers. Although they are shaped like flippers, their feet can nevertheless fit into boots designed for human-like feet. The females are distinguished from the males by their more prominent chest areas.

Society and Culture

The mon calamari have developed a very advanced and civilized culture. Their art, music, literature, and science show a creativity surpassed by few in the galaxy. Mon calamari literature depicts stars as islands in a galactic sea, showing a passionate longing to explore space and discover other civilizations. Mon Calamari are both soft-spoken and gentle, slow to anger, and have the remarkable ability to maintain their concentration without being distracted by emotional responses. They are both inquisitive and creative, and have a near-legendary quality of being both determined and dedicated; once a mon calamari decides on a course of action, they are not easily swayed from that decision. They often fixate themselves on \"lost causes.\"

Names

Mon calamari names generally have a melodic feel.

  Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa

  Female Names. Afwa, Lel, Mhirim, Ri, Theya

  Surnames. Dualda, Gradi, Tua, Valec, Winab","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

Age. Mon calamari reach adulthood in their late teens and live less than a century.

Alignment. Mon calamaris' love of the arts cause them to tend toward the light side, though there are exceptions.

Size. Mon calamari stand between 5 and 6 feet tall and rarely weigh more than 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Mon Calamari Resistance. You have advantage on saving throws against slow effects and you have resistance against cold damage (explained in chapter 9).

Musical. You have proficiency in one musical instrument of your choice.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic, Mon Cal, and one language of your choice.

"},"skinColorOptions":{"value":"Reddish brown, brown, red, cyan, mottle, salmon, gold, blue, grey, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange, blue, or gray"},"distinctions":{"value":"Large, goggle-like eyes, high-domed heads, webbed hands"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Mon Cal"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mon Calamari","mode":"=","targetSpecific":false,"id":1,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":5,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":6,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"moncal","mode":"+","targetSpecific":false,"id":9,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":10,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp"} -{"_id":"d0Gg3oSvPO2nqKoZ","name":"Sauvax","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

A flexible, chitinous shell covers the bulk of a Sauvax's head and torso. Their extruding eyes allow for greater visibility, and two delicate antennae augment their senses. Their bulky arms seem awkward above ground and serve as formidable weapons—on each hand, two massive digits (one opposed) form an oversized pincer claw, while three smaller digits (one opposed) enable finer manipulation.

\n

Society and Culture

\n

The Sauvax are amphibious crustaceans who inhabit the coastal regions of Leritor, growing and hunting food and building villages along the crags, tidal pools, and beaches. On land, they propel themselves on six spindly, segmented legs; in water, they swim using their underbelly bristles and twin, rudderlike tails.

\n

Sauvax fashion their own dwellings and tools for daily life, though their civilization is quite primitive. They most commonly carry a multipurpose spear (called a Gruush in their own language). They use it to hunt fish in the waters of the continental shelf and cultivate various crops of seaweed and slime in tidal pools. Sauvax live in tribal villages called Kuuvan (a term that also means \"tribe\"), consisting of structures made from stone and buttressed with sand and deadwood. Outsiders understand little of their society and culture since settlers rarely encounter them.

\n

Names

\n

Sauvax typically adopt single, harsh-sounding names without adopting surnames within a particular Kuuvan (which supplants familial identity).

\n

  Male Names. Chuuvus, Gurruul, Juuesuur, Kruuvum

\n

  Female Names. Muurbux, Tchuul, Uukk, Vrujuun

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

\n

Age. Sauvax reach adulthood at age 10 and live up to 90 years or more.

\n

Alignment. The kuuvan forms the central focus of Sauvax life, with each member contributing efforts toward the common good. As such, members of this species tend towards the lawful light side, though there are exceptions.

\n

Size. Sauvax typically stand between 5 and 6 feet tall and average 275 pounds. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe both air and water.

\n

Chitinous Exoskeleton. Your exoskeleton provides a bonus as natural armor. When you are not wearing armor, your AC is 13 + your Dexterity modifier.

\n

Expert Swimmer. In addition to enjoying a Swim speed of 30 ft., Sauvax receive advantage on all Strength (Athletics) checks while submerged.

\n

Heightened Senses. Sauvax antennae grant you enhanced senses and advantage on all Wisdom (Perception) checks.

\n

Hexapedal. Sauvax's six legs grant them resistance to attempts to knock them prone. When taking damage from an attack that would normally knock a target prone, you may roll a contested Dexterity check (against the assailant's Strength) with advantage. A successful check allows you to avoid being knocked prone.

\n

Limited Manual Dexterity. Due to Sauvax's unusually small digits capable of finer motor control, at level one, you cannot gain proficiency in either Simple or Martial Blasters, regardless of your typical class proficiencies.

\n

Pincers. Your pincer-hands provide you with natural weapons with which you may make unarmed attacks. If you hit with them, you deal kinetic damage equivalent to 1d6 + your Strength modifier.

\n

Languages. You can speak, read, and write Sauvax.

"},"skinColorOptions":{"value":"Red with blue extremities (adult), pink with green extremities (adolescent)"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Chitinous exoskeleton; antennae; large pincer-hands; six legs; double, segmented tail"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"275 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Leritor"},"slanguage":{"value":"Sauvax"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sauvax","mode":"=","targetSpecific":false,"id":1,"itemId":"d0Gg3oSvPO2nqKoZ","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"d0Gg3oSvPO2nqKoZ","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"d0Gg3oSvPO2nqKoZ","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"d0Gg3oSvPO2nqKoZ","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"d0Gg3oSvPO2nqKoZ","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"d0Gg3oSvPO2nqKoZ","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"d0Gg3oSvPO2nqKoZ","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.custom","value":"Sauvax","mode":"+","targetSpecific":false,"id":8,"itemId":"d0Gg3oSvPO2nqKoZ","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Sauvax.webp"} -{"_id":"drI1bVWGFSQg6ssv","name":"Ebranite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ebranites have six strong arms, each ending in a six-fingered hand. They have broad, flat feet, a tapered, hairless head with no visible ears, and pupiless eyes. Ebranites are typically smaller than average human height, and often stand slightly hunched over.

Society and Culture

Ebranites dwell in the great canyons and cavern networks of their homeworld and use primitive weapons to hunt for food. Ebranite families unite as clans called Thildas, each one consisting of 20 to 30 families that work together and protect one another. All Ebranites have their clan's insignia tattooed on their uppermost left arm at birth, and they remain loyal to their respective Thildas until death. A council, or Ghantar, leads each Thilda. The clan leader, or Fyaban, is typically an Ebranite elder. Ebranites are fiercely loyal to their family and their clan, in that order, and are generally suspicious of outlanders and their technology.

Names

Ebranites receive a non-gendered given name with a clan-determined suffix and a familial surname.

  First Names. Boda, Groex, Eretha, Erox, Rith

  Surnames. Etaan, Gal, Narra, Tar'ak, Vor'an

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

\n

Age. Ebranites reach adulthood in their late teens and live to be 85 years or older.

\n

Alignment. Ebranites demonstrate incredible loyalty to their Thildas. Accordingly, they tend toward the lawful balanced side, though there are exceptions.

\n

Size. Ebranites typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Ebrantes move slowly and awkwardly on flat terrain. Your base walking speed is 25 feet.

\n

Combat Rage. You gain the Rage trait, regardless of your class. You may use this ability once between long rests.

\n

Extra Arms. Ebranites can hold up to six items or weapons at a time. This ability does not grant extra attacks; however, it does mean an Ebranite can wield three two-handed weapons at a time.

\n

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates.

\n

Hunter. You are proficient in Stealth and Survival.

\n

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Mountain Climber. In mountainous terrain, you have a climbing speed of 25 feet. You don't treat mountainous terrain as difficult terrain.

\n

Thermal Vision. Your eyes grant you vision in the infrared spectrum. You can see sources of heat in dim light and darkness within 120 feet of you as if it were bright light. You can't discern details using your infrared vision, only gradients of red.

\n

Languages. You can speak, read, and write Ebranese and Galactic Basic.

"},"skinColorOptions":{"value":"Red-brown, mottled"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Six arms, infrared vision, combat rage"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+1d6\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(1d4) lb."},"homeworld":{"value":"Ebra"},"slanguage":{"value":"Ebranese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ebranite","mode":"=","targetSpecific":false,"id":1,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":10,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[]},{"modSpecKey":"data.traits.senses","value":"Thermal Vision (120 ft.)","mode":"+","targetSpecific":false,"id":11,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Ebranese","mode":"+","targetSpecific":false,"id":13,"itemId":"drI1bVWGFSQg6ssv","active":false,"_targets":[],"label":"Traits Language Custom"}]}},"img":"systems/sw5e/packs/Icons/Species/Ebranite.webp"} -{"_id":"e1PZwlEaWuIRjA5Z","name":"Bartokk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

An insectoid race, the Bartokk's hard carapace is capable of deflecting some weapons. Bipedal with four additional arms, the Bartokk have a single primary hand, though they can handle weapons and tools with all four. When in a defensive stance, a Bartokk can crouch down on four legs and attack with the other two, flashing their razor-edged claws. Their primary eyes are located on their head, and are bright red in color. Additional eyes are located on their lower abdomen.

Via a hive mind, all Bartokk share a telepathic link to each other, sharing intelligence and thoughts within 1500 feet of each other. This ability also serves as a good defense from being flanked by predators. The Bartokk possess amazing regenerative abilities and can recover from almost any injury, so long as their brains are not completely destroyed. If their brain were cut in half, each half would regenerate into a separate twin, creating an entirely new individual. Severed parts of their bodies continue functioning normally for a short time. Even in the case of decapitation, the body would continue to fight, despite the lack of a head.

Society and Culture

The Bartokk hive mind organizes their society into a single cohesive facet of their personalities. Their unidentified homeworld is mildly radioactive, leading to occasional mutations which would seem minor to most beings but are grounds for exile in Bartokk society. The Bartokk remain mysterious and fearsome to other species familiar with the Bartokk assassin guilds. These guilds operate across the galaxy and frequently target political figures, using numbers to overwhelm the target's defensive forces after neutralizing major defense emplacements and communications first. Bartokk travel in hives of fifteen and are unrelenting in the pursuit of prey.

Names

Bartokk typically do not take individualized names, being but one part of a larger collective identity. Bartokk who are ostracized and forced to abandon their kin sometimes take simple names, such as Krekk, Lulkk, or simply \"Bartokk.\"

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

\n

Age. Bartokk reach adulthood at age 6 and live to be older than 90 years.

\n

Alignment. As a vicious, predatory collective, the Barktokk tend toward the chaotic dark side, though there are exceptions.

\n

Size. Bartokk typically stand between 5 1/2 and 6 1/2 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Carapace. Your body is covered in a strong, protective exoskeleton. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

\n

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

\n

Compartmentalized Biology. Bartokk may control a severed limb until it takes 1d6 points of damage or until 8 hours after its severing. Controlling the severed limb requires a standard action, and the limb may only perform one of two actions:

\n
    \n
  • The limb may crawl into any adjacent square (Including squares already occupied).
  • \n
  • The limb may make a Grapple attack against any target within its square.
  • \n
\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Extra Arms. Bartokk can hold up to four items or weapons at a time. This ability does not grant extra attacks; however, it does mean Bartokk can wield two two-handed weapons at a time.

\n

Hive Mind. Bartokk share a hive mind and use their ability to communicate by telepathy with other members of their species. When you are within 1500 feet of another member of your species, you may communicate telepathically and share information and knowledge instantaneously. When you are within 120 feet of another Bartokk in combat, you are immune to Sneak Attacks (though you can be surprised at the begnning of combat), and you have advantage on all Dodge attempts.

\n

Hunter. You are proficient in Stealth and Survival.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Regeneration. A Bartokk can regrow lost body parts—including significant portions of its physical structure and individual limbs—in 1d10 minutes. During that time, Bartokk have disadvantage on all ability checks and saving throws. When used in combat, this ability also heals 1d4 hit points per round for up to four rounds; when not in combat, this ability heals 2d6 hit points instantaneously. You may use this ability once in between long rests.

\n

Superior Vision. Your numerous eyes give you advantage on all Wisdom (Perception) checks involving sight.

\n

Languages. Bartokk are capable of speech but have no spoken or written language of their own. Instead, they can communicate to other members of their species using telepathy.

"},"skinColorOptions":{"value":"Black"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Regenerative abilities, hive mind, four arms"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+1d6\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"Unknown (Outer Rim)"},"slanguage":{"value":"Intra-species telepathy"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Bartokk","mode":"=","targetSpecific":false,"id":1,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[]},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[]},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (1500 ft.)","mode":"+","targetSpecific":false,"id":11,"itemId":"e1PZwlEaWuIRjA5Z","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Bartokk.webp"} +{"_id":"ct5x6lNWNOOAH9c0","name":"Mon Calamari","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The mon calamari are a bipedal, amphibious species with high-domed heads, webbed hands and large, goggle-like eyes. In addition to being webbed, the mon calamari hand presents three suction-cup like holes on its palm, and featured five claw-tipped fingers: one opposable thumb, two long middle fingers, and two very short outer fingers. Although they are shaped like flippers, their feet can nevertheless fit into boots designed for human-like feet. The females are distinguished from the males by their more prominent chest areas.

Society and Culture

The mon calamari have developed a very advanced and civilized culture. Their art, music, literature, and science show a creativity surpassed by few in the galaxy. Mon calamari literature depicts stars as islands in a galactic sea, showing a passionate longing to explore space and discover other civilizations. Mon Calamari are both soft-spoken and gentle, slow to anger, and have the remarkable ability to maintain their concentration without being distracted by emotional responses. They are both inquisitive and creative, and have a near-legendary quality of being both determined and dedicated; once a mon calamari decides on a course of action, they are not easily swayed from that decision. They often fixate themselves on \"lost causes.\"

Names

Mon calamari names generally have a melodic feel.

  Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa

  Female Names. Afwa, Lel, Mhirim, Ri, Theya

  Surnames. Dualda, Gradi, Tua, Valec, Winab

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

\n

Age. Mon calamari reach adulthood in their late teens and live less than a century.

\n

Alignment. Mon calamaris' love of the arts cause them to tend toward the light side, though there are exceptions.

\n

Size. Mon calamari stand between 5 and 6 feet tall and rarely weigh more than 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Mon Calamari Resistance. You have advantage on saving throws against effects that grant the slowed condition and you have resistance against cold damage (explained in chapter 9).

\n

Musical. You have proficiency in one musical instrument of your choice.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic, Mon Cal, and one language of your choice.

"},"skinColorOptions":{"value":"Reddish brown, brown, red, cyan, mottle, salmon, gold, blue, grey, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange, blue, or gray"},"distinctions":{"value":"Large, goggle-like eyes, high-domed heads, webbed hands"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Mon Cal"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mon Calamari","mode":"=","targetSpecific":false,"id":1,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":5,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":6,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"moncal","mode":"+","targetSpecific":false,"id":9,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":10,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp"} {"_id":"eeFpKKYDuyD3C1YU","name":"Gamorrean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Although a typical Gamorrean is squat, green, and heavily built not all shared these characteristics. Most Gamorreans have a dark greenish coloration over a large portion of their bodies; however skin coloration does vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation are possible. Males tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Society and Culture

Gamorreans are organized into clans ruled by a male warlord and his wife, who was the most powerful of the clan matrons. While the warlord and his boars are solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing, and running businesses. Since the amount of available arable land on Gamorr is scarce, clans often lay claim to the same piece of land, and they spend their time fighting over possession.

Names

Gamorrean names are very gutteral and rough. Male names are typically one syllable while females are two. Surnames are based on clan affiliation rather than family.

  Male Names. Ark, Blarrp, Blubrak, Cuab, Shos

  Female Names. Dabrisz, Mernoos, Ogreb, Tagorq

  Surnames. Doofnarq, Griks, Lurc, Poogmokk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Gamorreans reach adulthood in their early teens and live no more than 70 years.

Alignment. Gamorrean culture causes them to tend toward chaos, though there are exceptions.

Size. Gamorreans typically stand between 5 and 6 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Gamorrean Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have advantage on Constitution saving throws.

Gamorrean Weaponry. You have proficiency with the vibroaxe, vibromace, and vibrosword.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Gamorrese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Gamorrese is characterized by its grunts and squeals, and its writing is a crude, pictographic style.

"},"skinColorOptions":{"value":"Black, brown, green, pink, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, black, brown, or gold"},"distinctions":{"value":"Porcine humanoids with tusks and horns"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Gamorr"},"slanguage":{"value":"Gamorrese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gamorrean","mode":"=","targetSpecific":false,"id":1,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroaxe","mode":"+","targetSpecific":false,"id":6,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":7,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrosword","mode":"+","targetSpecific":false,"id":8,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gamorrese","mode":"+","targetSpecific":false,"id":10,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Gamorrean.webp"} -{"_id":"fgd6N4F8GdNkTysw","name":"Stenax","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Tall and thickly muscled, Stenax have gargoyle-like faces and a row of bony spikes running across their shoulders. Three sharp claws punctuate each foot, five on each hand, with additional spikes lining the backs of their calf muscles. Stenax have scaly, purple-gray skin and white eyes with miniscule pupils.

\n

Society and Culture

\n

The Stenax are a fierce, ill-tempered, and violent race from the craggy and desolate world of Stenos. The Stenax are an incredibly spiritual people and follow the dictates of their god, Vol. This devotion is so great that despite their capabilities for flight, the Stenax refuse to take to the air after the loss of the stone idol of Vol in the days of The Old Republic.

\n

The Stenax are also extremely insular, caring little for other species and cultures that come to their world. While they do not persecute those newcomers, neither do they welcome them, and interactions between Stenax and visitors are rare and brief.

\n

Names

\n

Stenax typically receive one give name that does not disinguish between genders.

\n

  Names. Farruz, Helmurath, Tytiul, Vol

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

\n

Age. Stenax reach adulthood in their early teens and live to be more than 75 years old.

\n

Alignment. Stenax are short-tempered, brutally violent, and fanatically devoted to Vol. Accordingly, they tend toward the chaotic dark side, though there are exceptions.

\n

Size. Stenax typically stand between 6 1/2 and 8 1/2 feet tall and weigh 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Flight. You have a flying speed of 30 feet. Stenax cannot take flight while carrying weight in excess of 80 lbs.

\n

Hide. You have a thick, leathery hide. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates.

\n

Kleti Gland. Stenax feature a wide, spine-shaped protrusion running over their heads, from their eyes to the top of their neck. This protrusion houses a gland that allows them to pinpoint objects on the ground when flying at extreme heights. You have advantage on all Wisdom (Perception) checks while in flight.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Languages. You can speak, read, and write Stenax.

"},"skinColorOptions":{"value":"Purple-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Wings, infernal appearance, leathery hide"},"heightAverage":{"value":"7'6\""},"heightRollMod":{"value":"+1d12\""},"weightAverage":{"value":"180 lb."},"weightRollMod":{"value":"x(1d8) lb."},"homeworld":{"value":"Stenos"},"slanguage":{"value":"Stenax"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Stenax","mode":"=","targetSpecific":false,"id":1,"itemId":"fgd6N4F8GdNkTysw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"fgd6N4F8GdNkTysw","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"fgd6N4F8GdNkTysw","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"fgd6N4F8GdNkTysw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"fgd6N4F8GdNkTysw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"fgd6N4F8GdNkTysw","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"fgd6N4F8GdNkTysw","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"fgd6N4F8GdNkTysw","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.custom","value":"Stenax","mode":"+","targetSpecific":false,"id":9,"itemId":"fgd6N4F8GdNkTysw","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Stenax.webp"} -{"_id":"g5uLn1ka29XTf3d0","name":"Crolute","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Crolutes are tall, hulking, hairless, aquatic humanoids who hail from the saltwater planet of Crul. Oversized noses dominate the features of their wide faces, which typically seem frozen in a frown (though Crolutes can display a full range of emotions). Beneath their skin Crolutes possess a tough, gelatinous tissue that is bouyant in liquid and helps them survive in their underwater settlements. When they leave their native aquatic setting their flesh sags under the weight of this subdermal tissue and gives them an unsettlingly obese appearance that masks their natural strength and waterborne agility. Like the Mon Calamari, Crolutes possess flippered feet that can fit into standard humanoid boots.

\n

Society and Culture

\n

The Crolute species is exclusively male and typically consorts with Crul's exclusively female native species, the Gilliands. Outsiders tend to view Crolute culture as aggressive, domineering, and rude but often without malice. On Crul, Crolutes form pods of 10-20 individuals who provide protection, food, and shelter to their members in the frequently harsh underwater environment that they inhabit. Crolutes can often seem vain and take umbrage at others who would describe their physical appearance as obese. Accordingly, few Crolutes travel off-world to non-aquatic environs; those who do tend to specialize in trade or become hired muscle to both legitimate and criminal organizations.

\n

Names

\n

Crolutes receive one given name and adopt the name of their pod as a surname.

\n

  First Names. Dimbit, Lofin, Pantrap, Unkar

\n

  Surnames. Frizot, Krampp, Plutt, Striat

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

\n

Age. Crolutes reach adulthood in their late teens and live to be over 85 years old.

\n

Alignment. Crolutes tend toward no particular alignment. The best and worst are found among them.

\n

Size. Crolutes typically stand between 6 and 7 feet tall and weigh 280 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe both air and water.

\n

Expert Swimmer. Your body possesses special gelatinous tissue that is highly buoyant and aids in swimming. In addition to enjoying a swim speed of 30 ft., Crolutes receive advantage on all Strength (Athletics) checks while submerged.

\n

Hide. Your body is protected by a thick, subdermal layer of resilient, gelatinous tissue. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates.

\n

Keen Smell. Your large nose houses a highly sensitive olfactory organ that can detect minute smells in both air and water. You have advantage on all Wisdom (Perception) checks involving smell.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

\n

Languages. You can speak, read, and write Crolutese and Galactic Basic. Because Crolutese includes sounds that can only be made while submerged in saltwater, it is very difficult to speak when in a non-aquatic environment and very difficult for non-Crolutes to learn.

"},"skinColorOptions":{"value":"Pink, tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Bouyant body tissue, flippers, amphibious"},"heightAverage":{"value":"5'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"250 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"Crul"},"slanguage":{"value":"Crolutese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Crolute","mode":"=","targetSpecific":false,"id":1,"itemId":"g5uLn1ka29XTf3d0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"g5uLn1ka29XTf3d0","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"g5uLn1ka29XTf3d0","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"g5uLn1ka29XTf3d0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"g5uLn1ka29XTf3d0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"g5uLn1ka29XTf3d0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":7,"itemId":"g5uLn1ka29XTf3d0","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"g5uLn1ka29XTf3d0","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"g5uLn1ka29XTf3d0","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Crolutese","mode":"+","targetSpecific":false,"id":10,"itemId":"g5uLn1ka29XTf3d0","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Crolute.webp"} -{"_id":"gMVVHc3sU9JU4i5I","name":"Duros","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The duros are humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Olfactory organs beneath their eyes are responsible for their sense of smell. Both females and males are bald, though both genders are easily distinguished. Their large red goggle-like eyes have slit pupils. Duros females lay eggs as they are descended from ancient reptiles, and they are born in a larval grub stage. Unlike similar species, the duros take care of their offspring from birth.

Society and Culture

Their home planet Duro is primarily uninhabited due to massive pollution on the world over time. Instead, it is covered with automated farms for food production. The duros live in twenty orbital space cities above the planet.

The duros also established a vast, grand starship construction industry in the Duro system. The duros set up their government around a consortium of starship construction corporations, with all important political decisions made by the stockholders of the corporations. This meant that any duros that held stock in a company could participate in the administration of the system.

With their strong memories, some duros also choose to become extraordinary storytellers, renowned galaxy-wide for their ability to learn a wide range of narratives by heart, and perform them all with stunning accuracy.

Names

Duros names are generally melodic, with female names having softer intonations. Surnames are familial.

  Male Names. Cir, Fod, Mom, Rur, Zim

  Female Names. Chochi, Fumsu, Kaleshef, Raada

  Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Duros reach adulthood in their 20s and live an average of 150 years.

Alignment. Duros tend toward no particular alignment. The best and worst are found among them.

Size. Duros stand around 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Galactic Traveler. You have proficiency in Lore.

Pilot. You have proficiency in Piloting.

Tech Resistance. Growing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Languages. You can speak, read, and write Galactic Basic and Durese. Durese is a common interstellar tongue used by prominent spacers and traders.

"},"skinColorOptions":{"value":"Blue, green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Noseless, large red eyes, affinity for space travel"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Duro"},"slanguage":{"value":"Durese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Duros","mode":"=","targetSpecific":false,"id":1,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"=","targetSpecific":false,"id":5,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"durese","mode":"+","targetSpecific":false,"id":9,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Duros.webp"} +{"_id":"gMVVHc3sU9JU4i5I","name":"Duros","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The duros are humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Olfactory organs beneath their eyes are responsible for their sense of smell. Both females and males are bald, though both genders are easily distinguished. Their large red goggle-like eyes have slit pupils. Duros females lay eggs as they are descended from ancient reptiles, and they are born in a larval grub stage. Unlike similar species, the duros take care of their offspring from birth.

Society and Culture

Their home planet Duro is primarily uninhabited due to massive pollution on the world over time. Instead, it is covered with automated farms for food production. The duros live in twenty orbital space cities above the planet.

The duros also established a vast, grand starship construction industry in the Duro system. The duros set up their government around a consortium of starship construction corporations, with all important political decisions made by the stockholders of the corporations. This meant that any duros that held stock in a company could participate in the administration of the system.

With their strong memories, some duros also choose to become extraordinary storytellers, renowned galaxy-wide for their ability to learn a wide range of narratives by heart, and perform them all with stunning accuracy.

Names

Duros names are generally melodic, with female names having softer intonations. Surnames are familial.

  Male Names. Cir, Fod, Mom, Rur, Zim

  Female Names. Chochi, Fumsu, Kaleshef, Raada

  Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Duros reach adulthood in their 20s and live an average of 150 years.

Alignment. Duros tend toward no particular alignment. The best and worst are found among them.

Size. Duros stand around 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Galactic Traveler. You have proficiency in Lore.

Pilot. You have proficiency in Piloting.

Tech Resistance. Growing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Languages. You can speak, read, and write Galactic Basic and Durese. Durese is a common interstellar tongue used by prominent spacers and traders.

"},"skinColorOptions":{"value":"Blue, green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Noseless, large red eyes, affinity for space travel"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Duro"},"slanguage":{"value":"Durese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Duros","mode":"=","targetSpecific":false,"id":1,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"=","targetSpecific":false,"id":5,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"durese","mode":"+","targetSpecific":false,"id":9,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":10,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Duros.webp"} {"_id":"gX5ylCt4qb06wn4y","name":"Mustafarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mustafarians are an insectoid species of sentients native to the volcanic planet of Mustafar. They are divided into two subspecies: the lanky northern mustafarians, and the stocky southern mustafarians. The southern mustafarians were notable for their greater strength, making them more suited to manual labor. Both subspecies shared many traits, particularly their hardened exoskeletons and leathery skin, which acclimated them to the extreme heat of their volcanic environment.

Society and Culture

Mustafarians evolved from arthropods living in the slightly cooler hollows within dormant volcanoes on the surface of Mustafar. As a result of such close living, mustafarian culture is isolationist by nature, though they tolerate trade with other systems. Mustafar hosts scarce minerals and rare metals, making mustafarians an invaluable trade partner.\n\nNative mustafarians rarely take sides when galactic conflicts rage, instead preferring to keep to themselves and control their own planet. They are daunting enemies when provoked, however.

Names

Mustafarian names are often inspired by displays of competency or bravery, such as recovering large quantities of rare minerals, or successfully taming a lava flea. Their surnames are familial.

  Male Names. Aumstrogh, Chivos, Ikt, Ulon

  Female Names. Altoa, Hailith, Saonji, Yura

  Surnames. Fal'co, Glost, Mensix, Nek'dem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Mustafarians reach adulthood in their late teens and live about 80 years.

\n

Alignment. Mustafarians are usually judicious and value good work above all else, causing them to be lawful balanced, though there are exceptions.

\n

Size. Mustafarians stand between 5 and 7 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet. Your speed is not reduced by heavy armor.

\n

Darkvision. As an originally cave-dwelling species, your eyes are adapted to the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

\n

Lava Dweller. Your body is well accustomed to extreme heat, giving you resistance to fire damage. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Refinery Specialist. You have proficiency in your choice of constructor's tools, scavenging kit, or surveyor's tools. Additionally, whenever you make an Intelligence (Nature) check to identify a metal or mineral, you are considered to have expertise in the Nature skill.

\n

Languages. You can speak, read, and write Galactic Basic and Mustafarian. Mustafarian consists of choppy clicks and emphatic groans.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Extremophiles"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mustafar"},"slanguage":{"value":"Mustafarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mustafarian","mode":"=","targetSpecific":false,"id":1,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"fire","mode":"+","targetSpecific":false,"id":7,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mustafarian","mode":"+","targetSpecific":false,"id":9,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Mustafarian.webp"} {"_id":"gXrsezOAOEruIQGi","name":"Rakata","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

In appearance, rakata are smooth skinned amphibian-like humanoids that had tall craniums along with eyes that protruded from each side of their heads on short stalks. These bipedal beings have three digit hands that are tipped with claws for digging through packed dirt. As a species, they are uniformly lean and tall; while most rakata have a similar height and weight, females tend to be more slender than males, though just as tall. Rakata are primarily carnivorous, likely stemming from the fact that they are cannibalistic, often making a meal of other species. Long term abuse of the Force in their society, exacerbated by a plague, culled the rakata's ability to sense the Force.

\n

Society and Culture

\n

Rakatan technology and structures hold the unique property of blending with the Force, creating powerful and long-lasting monuments that are almost impossibly to replicate. Rakatan society is devoted to conquering and enslaving those they deem weak. At the height of its power, the Rakatan Infinite Empire had conquered and enslaved dozens of worlds. They would strip entire planets of their resources and then terraform them to fit their own needs. After a plague ravaged their civilization and caused the fall of the Infinite Empire, rakata broke off into smaller tribes rather than a unified organization. Despite their newfound tribal nature, rakata retained their ability to quickly adapt to and appropriate technology.

\n

Names

\n

Rakatan names do not distinguish by gender, and they do not use surnames.

\n

  Names. Ceh'let, Orsaa, Skal'nas, Soa, Tul'kar

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Rakata reach adulthoood by 20 and rarely live longer than 90 years.

Alignment. Rakata's propensity towards war and aggression cause them to tend toward lawful dark side, though there are exceptions.

Size. Rakata typically stand between 6 and 7 feet tall and weigh around 180 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Adaptive Resilience. Prolongued use of technology allows rakata to readily adapt to its effects. You have advantage on Strength and Constitution saving throws against tech powers.

Amphibious. You can breathe air and water.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Claws. Rakata have savage claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Force Insensitive. While rakata can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

Swim. You have a swimming speed of 30 feet.

Technician. You are proficient in the Technology skill.

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Blue, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, brown, gold, or yellow"},"distinctions":{"value":"Horizontal eye stalks, vertical blade shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lehon"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rakata","mode":"=","targetSpecific":false,"id":1,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":10,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Rakata.webp"} {"_id":"ghKmUoOj75TEKey2","name":"Defel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

While defel appear to be visually similar to the shistavanen, they are very different on a biological level. Defel have the ability to bend waves of light in such a manner that it renders them practically invisible to the human eye. Despite this ability, they could be still be spotted by force-users and keen-eyed individuals. Defel have extremely high perceptive ability because of their large ears, sensitive noses, and keen eyes. Because of the heightened levels of visual stimuli their eyes experience, defel are nearly blinded by sunlight but can see rather well in the dark.

\n

Society and Culture

\n

Defel live in tight-knit, interdependent communites underground. The harsh environment on Af'El turned the defel into rugged survivors, able to hold their own in the Galaxy. Defel have a strong sense of honor and will not associate with individuals that do not keep their word. Because defel have yet to achieve interplanetary travel, they are a rare sight in the galaxy.

\n

Names

\n

Defel names tend to sound dark and mysterious, and are mostly composed of multiple syllables. Defel surnames are familial, using stern and simple sounds.

\n

  Male Names. Alustair, Claustro, Tenebris, Varsiin

\n

  Female Names. Lhantra, Soliel, Stroika, Zavtra

\n

  Surnames. Gauss, Neura, Tume, Vecherom

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Defel reach adulthood in their early teens and live less than a century.

Alignment. Defel tend toward no particular alignment. The best and worst are found among them.

Size. Defel typically stand 4 to 5 feet tall and generally weigh around 100 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Claws. You have sharp claws, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hidden Step. As a bonus action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you've used this trait, you can't use it again until you finish a short or long rest.

Miners. You have proficiency in scavenging kits.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Defel. Most defel refuse to speak Galactic Basic while on their home planet of Af'El unless they have a specific need for it.

"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Blue to yellow in ultraviolet light, black to dark brown in visible light"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Ability to absorb light, light blindness, claws"},"heightAverage":{"value":"3'10\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Af'El"},"slanguage":{"value":"Defel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Defel","mode":"=","targetSpecific":false,"id":1,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":2,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":3,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"defel","mode":"+","targetSpecific":false,"id":8,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":9,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.toolProf.value","value":"scav","mode":"+","targetSpecific":false,"id":11,"itemId":"ghKmUoOj75TEKey2","active":false,"_targets":[],"label":"Traits Tool Prof"}]}},"img":"systems/sw5e/packs/Icons/Species/Defel.webp"} -{"_id":"gmEkC6aLwG3sqycs","name":"Abyssin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Abyssin stand around 2 meters tall on average, with much of their body length taken up by long limbs. They also possess a single eye that dominates their greenish-tan foreheads. It is because of this eye that they oftentimes gain the nickname of \"monocs,\" \"cyclops,\" or \"one-eye,\" which the Abyssin themselves generally find to be derogatory to the point where they will often react violently to being called thus.

\n

Abyssin possess amazing regenerative abilities, being able to heal quickly as well as actually regenerate any body part lost. Many believe this ability contributes to their especially violent racial culture, as they probably do not understand that most other species do not share this trait. This fast regeneration is believed to have been an adaptation to prevent fluid loss from bleeding, and, because of these abilities, an Abyssin can live up to 300 standard years. Eventually however, elderly Abyssin will this regenerative ability and either voluntarily exile themselves to die in the desert or submit to a ritual execution by their tribe.

\n

Society and Culture

\n

When two Abyssin tribes meet and both have plentiful water and food supplies, they will typically interact peacefully through trading. Otherwise, they begin a \"blooding,\" a brawl which ends only when one tribe's warriors are all killed, captured, or incapacitated. Any warriors who survive a blooding are usually allowed to join the victorious tribe once they finish their regeneration. However, this tradition has led to some violent incidents when spacers tried to trade with Abyssin tribes with scarce water resources, especially when the Abyssins assumed the alien traders could regenerate as quickly as they can.

\n

While many Abyssin are petty thugs, they are still an uncommon sight in the greater galaxy. Those found off Byss that aren't thugs are often slaves or mercenaries. Two notable locations that Abyssins live in significant numbers are the planets Phaeda and Dubrava.

\n

Names

\n

Abyssin names are generally short and simple, usually consisting of only a single name instead of including a last name or surname.

\n

  Male Names. Myo, Shryo, Easym, Polcyc

\n

  Female Names. Anami, Sadie, Voma, Kass

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

\n

Age. Abyssin reach adulthood in their early 30’s and can live up to 300 years old.

\n

Alignment. Abyssin’s primitive lifestyle causes them to tend toward the chaotic alignments, though there are exceptions.

\n

Size. Abyssin typically stand 6 and a half to 7 feet tall and generally weigh about 230 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Regenerative. When you take damage, you can use your reaction and expend a hit die to regain health as long as the damage would not reduce your hit points to 0.

\n

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

\n

Poor Depth Perception. Because of your singular eye, you have poor depth perception and always have disadvantage on any attack roll against a target more than 30 feet away.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Languages. You can speak, read, and write Galactic Basic and Abyssin. Abyssin consists of primitive-sounding grunts and growls, and the written language is based on a simple set of hieroglyphs.

"},"skinColorOptions":{"value":"Green"},"hairColorOptions":{"value":"Green and white"},"eyeColorOptions":{"value":"Black, purple, red"},"colorScheme":{"value":""},"distinctions":{"value":"Long-limbed, hulking beings with incredible regenerative abilities"},"heightAverage":{"value":"6'6\""},"heightRollMod":{"value":"2d6\""},"weightAverage":{"value":"230 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Byss"},"slanguage":{"value":"Abyssin"},"manufacturer":{"value":""},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"remixcrash","planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Abyssin","mode":"=","targetSpecific":false,"id":1,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"+","targetSpecific":false,"id":5,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Abyssin","mode":"+","targetSpecific":false,"id":7,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language Custom"}]}},"img":"systems/sw5e/packs/Icons/Species/Abyssin.webp"} {"_id":"gp0KtLjQemuzHgEv","name":"Umbaran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Umbarans, called the \"Shadow People\" by some, are a near-human species characterized by their pale, bluish skin and colorless, sunken eyes. Their homeworld, Umbara, is situated deep within the Ghost Nebula, and receives almost no direct light from the planet's primary star. As a result, Umbaran eyes are well-adjusted to seeing in low light, and can see into the ultraviolet spectrum, but can be disoriented by bright light.

\n

Society and Culture

\n

Umbaran society is strictly divided into a leveled caste system, with most Umbarans constantly scheming to improve their social rank, using tactics such as blackmail, subterfuege, and even assassination if necessary. Only those within the ten highest caste tiers were given opportunities to leave their homeworld. Because of the cutthroat machinations required to get there, Umbarans in the wider galaxy are known as skilled, ruthless politicians. This reputation is enhanced by the Umbarans' talents for reading and influencing the emotions of others. Umbara developed its own technological advances separate from galactic society, and possessed technology that was in many fields far more advanced than the galactic standard.

\n

Names

\n

Umbaran names are typically no more than one or two syllables. Surnames are familial.

\n

  Male Names. Mee, Pir, Nyss, Moshenu
  Female Names. Sly, Syll, Myn, Sata
  Surnames. Deechi, Moore, Phobi, Nenn

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma or Wisdom score increases by 1.

\n

Age. Umbarans reach adulthood in their late teens and live less than a century.

\n

Alignment. Umbarans' desire to improve their social standing at all costs causes them to tend towards chaos, though there are exceptions

\n

Size. Umbarans typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Superior Darkvision. You've lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Umbaran Specilization. You have proficiency in one of the following skills: Insight, Technology, Deception, or Perception.

\n

Tech Dabbler. You know the ward at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the infiltrate tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Shadow People. You can attempt to hide even when you are only lightly obscured by dim light.

\n

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

\n

Languages. You can speak, read, and write Galactic Basic and Umbaran. Umbaran is characterized by its blending of technical jargon with informal language. It is rarely spoken off Umbara.

"},"skinColorOptions":{"value":"Pale grey or white"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Blue tinted skin and sunken, colorless eyes"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Umbara"},"slanguage":{"value":"Umbaran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Umbaran","mode":"=","targetSpecific":false,"id":1,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"umbaran","mode":"+","targetSpecific":false,"id":8,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Umbaran.webp"} {"_id":"gyxbb9bpgWSuSF8m","name":"Lannik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Lannik are short, bipedal humanoids with droopy, long ears. Males and females are equally tall, although the latter have a considerably less strong complexity. Their species is, however, much more vigorous and resistant than what its size could suggest. A Lannik's skin tends to be of colours similar to his or her eyes and hair. The species has evolved long pointy ears which allow them to hear better than human ears.

Society and Culture

The Lannik culture is apparently war loving, and Lanniks feel a great respect for warriors. At the same time, though, they follow a strict centuries-old code of honour. Lannik soldiers have the custom of tying all their hair in a single topknot over their head. Their species is one of fierce warriors, whose abilities have developed fighting against terrible predators and other Lanniks in a long history of wars. Although many regard the Lannik as hotheaded and temperamental, they are quite fearless and clear-headed even in combat, giving them the ability to think their way out of a dangerous situation.\n\nThe Lannik do not show their thoughts through their facial expressions, and seem always angry to other species. They are also very stubborn, and are not likely to change career once they chose it. Most males - and many females - serve in the planetary militia, celebrating the species' past as a warrior species. Some take on off-world mercenary work.

Names

Lannik names are generally short. Lanniks don't often give out their surnames.

  Male Names. Minch, Oteg, Vandar, Yaddle, Yoda

  Female Names. Giro, Lina, Penny, Vona, Zeya

  Surnames. Bek, Kaz, Mon, Var, Zin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.

\n

Age. Lanniks reach adulthood in their 50's and can live up to 900 years.

\n

Alignment. Despite the turbulence on their homeworld, Lanniks tend toward the light side, though there are exceptions.

\n

Size. Lanniks typically stand 3 to 4 feet tall and rarely weigh more than 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Closed Mind. Lanniks have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against Force powers.

\n

Force Sensitive. You know the guidance at-will Force power. When you reach 3rd level, you can cast the valor Force power once per day. When you reach 5th level, you can also cast the Force enlightenment Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can speak, read, and write Galactic Basic and Lannik. Due to their large ears, the Lannik language is spoken softly, and it is considered insulting to shout.

"},"skinColorOptions":{"value":"Blue, brown, green, orange, red, purple, yellow, or gray"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Downward-sloping, large ears"},"heightAverage":{"value":"3'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Lannik"},"slanguage":{"value":"Lannik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lannik","mode":"=","targetSpecific":false,"id":1,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lannik","mode":"+","targetSpecific":false,"id":8,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Lannik.webp"} {"_id":"hRwDVxmSkmAcT0sx","name":"Chiss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The chiss are a near-human species distinguished by their blue skin and glowing red eyes. Genetic analysis indicate that they are an offshoot of humanity, and it is believed that moving underground led to a divergence between them and baseline Humans. Their blue skin, jet black hair and red eyes generally command attention; these features make them physically striking and instantly recognizable.

Society and Culture

Chiss society is highly structured and ordered with the rule of law being enforced by a group of four affiliations known as the Ruling Families: the Csapla, Nuruodo, Inrokini and Sabosen. These are not biological family groupings but instead different branches of their government. Every chiss claims affiliation to one of the four families, as determined by both tradition and place of birth. The family names are more of a cultural holdover; the bloodlines had grown so co-meddled that any chiss could claim affiliation to any of the ruling families. In spite of the outward impression of calm and order that the chiss like to project to outsiders, there were evidently tensions within the Families; political assassinations are a real part of chiss political life for the Ruling Families.

Names

A chiss true-name has 3 parts, each separated by an apostrophe. The first part is their family name, the second part is their root name, and the third part is their occupation. Chiss rarely share their true-name with non-chiss, and usually go by their root name. Male and female names do not significantly deviate.

  Names. Crorcu'ecuk'unist, Dash'esoru'ishur, Jerd'ecer'lonii, Kisk'egauw'eqhi, Marag'aliphil'eduo, Pommo'icuote'nlerme, Vornu'wuzi'lerdim

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chiss reach adulthood in their late teens and live less than a century.

Alignment. Chiss' tactical and selfish nature cause them to tend toward lawful dark side, though there are exceptions.

Size. Chiss typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Tech Resistance. Growing up around technology leaves an impact on chiss. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Martial Proficiency. You have proficiency with light and medium armor as well as the blaster pistol and sniper rifle.

Languages. You can speak, read, and write Galactic Basic and Cheunh. Cheunh is a complex language that is difficult for non-chiss to learn. Chiss take pride in this difficulty.

"},"skinColorOptions":{"value":"Blue or silver"},"hairColorOptions":{"value":"Black, blue, or silver"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Glowing red eyes, above-average night vision"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Csilla"},"slanguage":{"value":"Cheunh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Chiss","mode":"=","targetSpecific":false,"id":1,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft)","mode":"+","targetSpecific":false,"id":6,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster pistol","mode":"+","targetSpecific":false,"id":9,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"sniper rifle","mode":"+","targetSpecific":false,"id":10,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"cheunh","mode":"+","targetSpecific":false,"id":12,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Chiss.webp"} {"_id":"ihLAbWdtALEwBW1F","name":"Kaleesh","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Tusks protrud from a Kaleesh's upper jaw, and shorter ones jut from their chins. Kaleesh have large pointed ears and long nostrils that stretched close to their eyes. They have very keen olfactory sense and were able to produce pheromones. Most of their facial features are obscured behind the traditional masks they wear, and outsiders rarely see Kaleesh unmasked. They are known to practice polygyny, a form of polygamy, where a male courts multiple wives.

Society and Culture

Kaleesh society is divided into numerous autonomous tribes. War is viewed as an essential and sacred practice, and the culture's large emphasis on honor is known to spur many acts of vengeance among the various tribes. However, when necessary, the tribes will put aside their differences and bond to fend off a common enemy.\r\n\r\nThe Kaleesh are a spiritual people, believing that those who perform great deeds in life became gods in death; therefore, burial places are sacred to them. A large number of temples are devoted to their ancestor gods, the holiest of which was called Shrupak. \r\n\r\nAbesmi, a great monolith of stone in the Jenuwaa Sea, is the place the Kaleesh believed the gods ascended to the heavens. Pilgrims take the perilous voyage to Abesmi to beseech the gods.

Names

Male Kaleesh names are typically one syllable while female are two. Kaleesh surnames are tribal and often use two words.

  Male Names. Bir, Grost, Jick, Xygh, Yles

  Female Names. Dduzu, Glaglo, Runda, Yugdo, Zodey

  Surnames. Jal Greennath, Lij Jum, San Syrro,","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Kaleesh reach adulthood in their early teens and live to be about 80.

Alignment. Kaleesh tend toward no particular alignment. The best and worst are found among them.

Size. Kaleesh typically stand about five and a half feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. The thermal pits under a Kaleesh's eyes grant darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Weapon Training. Kaleesh are adept hunters. You are proficient with the blaster carbine, vibroblade, vibropike, and, vibrospear.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tracker. You have proficiency in the Survival skill. Additionally, you are considered to have expertise in Wisdom (Survival) checks made to track a creature if that creature has a scent.

Languages. You can speak, read, and write Galactic Basic and Kaleesh.

"},"skinColorOptions":{"value":"Orange, red, or yellow"},"hairColorOptions":{"value":"Black or brown"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bone masks, elongated ears, flat nose, tusks"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kalee"},"slanguage":{"value":"Kaleesh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaleesh","mode":"=","targetSpecific":false,"id":1,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster carbine","mode":"+","targetSpecific":false,"id":7,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblade","mode":"+","targetSpecific":false,"id":8,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":10,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":11,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaleesh","mode":"+","targetSpecific":false,"id":13,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kaleesh.webp"} {"_id":"jDUz5AdEXnnTLXn9","name":"Kel Dor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Due to Dorin having an atmosphere composed of helium and a gas unique to their world, the kel dors are forced to wear an antiox breath mask and protective goggles whenever in atmospheres of a different composition. Without their protective goggles, kel dors were considered effectively blind when away from Dorin. They were also able to survive in the vacuum of space for a short time, though it was unknown exactly how long they could withstand it.

The kel dors also have heightened reflexes, a result of the extrasensory organs in their heads. They are typically quick and wise.

Society and Culture

Kel dor are noted for their simple approach to justice, and they typically see moral issues in black and white. On the one hand, the kel dors are noted for their hospitality; they would never turn away a stranger in need. Yet, kel dors are not averse to taking the law into their own hands and have no compunctions about putting to death a thief who was merely stealing to feed himself.

Kel dor Force-sensitives are often trained as Baran Do Sages, who have an honored place in kel dor culture. They often serve as advisers to rich and powerful kel dor families. Wars and disasters have been averted simply by the insight of a Baran Do Sage.

Names

Kel dor names are based on sound generated by Dorin's unique atmosphere. Surnames are based on ancient family trades.

  Male Names. Bil, I'zers, Nullo, Taciss, Zaln

  Female Names. Arri'ku, Bhi're, Chu, So'ro, Thirza

  Surnames. Andugai, Borak, Haimnech, Vitchess

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Kel dor reach adulthood in their late teens and live less than a century.

Alignment. Kel dors' structured nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Kel dor typically stand around 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Foreign Biology. You cannot breathe oxygen. The kel dors have created a breathing apparatus to negate the negative effects of living in an oxygen rich environment, but if your mask is removed while you are in such an environment, you lose consciousness.

Life in the Void. You can survive for one hour within the vacuum of space. You have resistance to Necrotic damage.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Kel Dor.

"},"skinColorOptions":{"value":"Orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, silver"},"distinctions":{"value":"Rebreathers to survive in oxygen environments"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Dorin"},"slanguage":{"value":"Kel Dor"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kel Dor","mode":"=","targetSpecific":false,"id":1,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"keldor","mode":"+","targetSpecific":false,"id":10,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp"} {"_id":"jH3OrTNFYwwm7aqf","name":"Trandoshan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Trandoshans are a large, bipedal sentient species, with scaly skin which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Each of their four limbs ends in three razor sharp claws. These are perfect for combat, but did not grant them manual dexterity, making a trandoshan's finger movements somewhat clumsy and awkward.

Society and Culture

Trandoshans worship their goddess, the Scorekeeper, whom they would appease through acts which increased their Jagannath points. This is done by living a lifestyle which was, by non-trandoshan standards, overtly aggressive, leading many trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prize wookiee pelts, which consequently play a large part in earning Jagannath points-capturing the pelts of particularly infamous wookiees would give the hunter a large increase in Jagganath points. To be shamed or captured during a hunt would zero one's Jagganath points-effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

Names

Trandoshan names are quite harsh and contain a lot of elongated sounds, as well as a lot of s's. Differences between male and female names are often very subtle, but there is a higher chance for female names to contain softer sounds.

  Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss

  Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss

  Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Trandoshans reach adulthood in their early teens and rarely live to be older than 70.

Alignment. Trandoshans tend toward the dark side, though there are exceptions.

Size. Trandoshans stand as tall as 7 and a half feet and can weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Saving Face. Trandoshans are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Dosh. Dosh is characterized by its harsh grunts, hisses and growls, and its written form that used alphabetic glyphs.

"},"skinColorOptions":{"value":"Green, yellow, brown, orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange"},"distinctions":{"value":"Reptilian, scaly skin, regenerative properties"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Trandosha"},"slanguage":{"value":"Dosh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Trandoshan","mode":"=","targetSpecific":false,"id":1,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dosh","mode":"+","targetSpecific":false,"id":7,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Trandoshan.webp"} -{"_id":"jP209Uee5j7PpXcl","name":"Kindalo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Kindalo are a species of subterranean, sentient plants who tower over many other species in the galaxy. Unlike other flora on their home planet of Aleen, Kindalo are capable of using their lower outgrowth as legs. They also use shoots as arms that are typically longer than their lower limbs. Kindalo are bioluminescent, producing a light that illuminates the underworld cavern groves they inhabit.  Their faces feature lipless mouths, glowing white eyes, and horn-like branches jutting from their heads. They have dark skin similar to plant bark, covered with light gray phosphorescent stripes. They also possess organs that render them capable of producing deep, echoic speech. Kindalo are extremely allergic to oxygen. The planet's soil and rock filter surface air, rendering it harmless to those who lived below. When the integrity of their biotope is threatened, the Kindalo are capable of provoking groundquakes to restore the underground's natural seal.

\n

Society and Culture

\n

Due to their isolation, Kindalo's social practices and culture remain largely unknown to most of the galaxy. Kindalo serve as guardians of their subterranean realm, only taking action when significant concentrations of oxygen threaten to infiltrate their atmosphere dominated by carbon dioxide.  Despite their isolation, the Kindalo uphold an ancient covenant with the Aleena that maintains a secure divide between their opposing biotopes. The Kindalo are highly distrustful of strangers and will not hesitate to deal severely with outsiders suspected of violating the covenant. Kindalo who venture off-world are incredibly rare.  Those who can be found elsewhere in the galaxy gain access to personalized air filtration technology unheard of on Aleen and often serve as Outer Rim slaves or become unwilling members of an aristocrat's xenobiological menagerie.

\n

Names

\n

Kindalo names are long and difficult for other species to pronounce due to their lack of vowels.  Each non-gendered name documents the individual's place in the overall species genealogy, quite literally from roots to branches.

\n

  Names. Kntkkh-Brltll-Jrtlgsh-Fwncsch, Lprzckh-Gxdbbr-Vktkjk-Cvntl, Nnbtljn-Srtbtn-Cdsrtlk-Zswmcn, Pdpdxsv-Rghkdvtv-Dfwrplg-Flplgndrw

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

\n

Age. Kindalo reach adulthood at 80 years of age and live to be more than 300 years old.

\n

Alignment. Kindalo's dutiful guardianship urges them toward lawful alignments, though there are exceptions.

\n

Size. Kindalo typically stand 10 1/2 feet tall and weigh 200 lbs. Regardless of your position in that range, your size is Large.

\n

Speed. Your base walking speed is 35 feet.

\n

Bark. Your bark-like skin is thick and provides a degree of protection from damage. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

\n

Bioluminescence. The glowing stripes that criss-cross Kindalo's skin provide both personal lighting and an indicator of mood and health. Kindalo can modulate the brightness and color of their bioluminescence at will, even going completely dark when they wish to hide. You can see up to 30 feet in complete darkness.

\n

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

\n

Plant Biology. You cannot breathe oxygen. Kindalo typically avoid entering oxygen rich environments, which threaten to render them unconscious. Your species can also subsist on moisture and minerals found in the soil and absorbed through your shoot-like appendages; accordingly, you do not need to eat or drink as many other humanoid species do.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Shoots. Your shoot-like limbs provide natural weapons with which you can make unarmed attacks.  If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

\n

Subterranean. Your life below the surface of Aleen has left an impression on you.  You do not treat underground environments as difficult terrain, and you have advantage on all Intelligence (Nature) checks involving subterranean flora and fauna.

\n

Technological Ignorance. Kindalo have no technology of their own and often find off-world technology and weapons difficult to understand and operate. At Level 1, you cannot gain proficiency in the Technology skill or Simple or Martial Blasters, regardless of your typical class proficiencies.

\n

Languages. You can speak Aleena and Kindalo, which has no written equivalent.  Some Kindalo have also learned to speak Galactic Basic.

"},"skinColorOptions":{"value":"Black, with gray stripes"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Bioluminescent, tree-like, subterranean"},"heightAverage":{"value":"9'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(1d10) lb."},"homeworld":{"value":"Aleen"},"slanguage":{"value":"Kindalo"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kindalo","mode":"=","targetSpecific":false,"id":1,"itemId":"jvzWKmSi5cNSnxYg","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jvzWKmSi5cNSnxYg","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jvzWKmSi5cNSnxYg","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"lg","mode":"=","targetSpecific":false,"id":4,"itemId":"jvzWKmSi5cNSnxYg","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"jvzWKmSi5cNSnxYg","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"jvzWKmSi5cNSnxYg","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"aleena","mode":"+","targetSpecific":false,"id":7,"itemId":"jvzWKmSi5cNSnxYg","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Kindalo","mode":"+","targetSpecific":false,"id":8,"itemId":"jvzWKmSi5cNSnxYg","active":false,"_targets":[],"label":"Traits Language Custom"}]}},"img":"systems/sw5e/packs/Icons/Species/Kindalo.webp"} {"_id":"jV9V2p4ovAPgGJz5","name":"Barabel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Barabel are a bipedal species of reptilians who are covered in very tough dark colored scales. Evolved from nocturnal lizards, the Barabel adapted a thick layer of fat which allowed them to remain active and not sluggish when temperatures dropped. A blaster set on stun would not damage them at all or slow them down, as it would merely bounce off their scales. Barabel are able to shed their tails if necessary, an ability that proved the undoing of many startled foes. They also possess heavy retractable claws along with needle sharp teeth which can grow to be 2 inches in length. A carnivorous species, Barabel possess two stomachs in order to process the massive amount of food they required to survive.

\n

Society and Culture

\n

Living in low tech communities ranging from a few dozen individuals to no more than ten thousand, the Barabel community is built around a warren where the group thrives and hunted from. The Barabel species is noted for its hunting and tracking prowess; many of their actions are fueled by their hunting instincts, leading to the general feeling that Barabel are always angry. They are well known for their aggression but are also extremely loyal. They also have a great deal of respect for the Jedi because of their first experiences with a Jedi Master who settled a dangerous clan dispute. Apologies, whether for a misdeed or in sympathy, are an unknown concept to Barabel and are considered insulting.

\n

Names

\n

Barabel names are harsh and gutteral. Female names are often softer. Surnames are warren-based.

\n

  Male Names. Anidroks, Bridiz, Trurzuk, Vilzinok

\n

  Female Names. Alge, Bulzo, Ekthamo, Inako, Nolku

\n

  Surnames. Akken, Dutarca, Khigta, Srabulgid, Zhomo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.

Age. Barabel reach adulthood in their late teens and live less than a century.

Alignment. Barabel aggression causes them to tend toward the dark side, though there are exceptions.

Size. Barabel typically stand between 6 and 7 feet tall and weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Barabel have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals 1d4 kinetic damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Hunter. You are proficient in Survival.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Languages. You can speak, read, and write Galactic Basic and Barabel. The Barabel language is characterized by its barks and hisses.

"},"skinColorOptions":{"value":"Black, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Four-fingered hands, two inch long teeth"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Barab I"},"slanguage":{"value":"Barabel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Barabel","mode":"=","targetSpecific":false,"id":1,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"barabel","mode":"+","targetSpecific":false,"id":10,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Barabel.webp"} {"_id":"jp4rs9Gqh2BoGrW3","name":"Kaminoan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kaminoans' evolution from aquatic creatures in the vast oceans of Kamino is reflected in their tall shape, glassy coated eyes, near luminescent skin, and long, thin necks. The almond-shaped eyes of kaminoans are also able to see color in the ultraviolet spectrum. While female kaminoans are bald, males possess headcrests and fin ridges along the rear of their small, bulbous skulls.

Society and Culture

The kaminoans see themselves as a superior form of life, but nevertheless remained polite to outsiders. To them any species seeking self-improvement is worthy of respect, but those who do not are obviously inferior; self-improvement has a central role in Kaminoan society. Through the development and mastery of selective breeding, genetics, and cloning, the kaminoans were able to overcome a cataclysm that pushed them to the brink of extinction. \n\nKaminoans live in a caste based society, determined by the color of the kaminoan's eyes. Gray eyed individuals handle administration and are considered of the highest-level caste; middle castes had yellow eyes and handle the skilled work; and lower castes had blue eyes and perform manual labor and other menial tasks. Although it is extremely rare, kaminoans are sometimes born with green eyes. Those are viewed as genetically inferior and as a threat to the kaminoans' well ordered society and as such are exterminated shortly after birth.

Names

Kaminoan names typically are composed by around two syllables and a brief surname.

  Male Names. Lama, Ni, Orun, Koa

  Female Names. Taun, Ko, Nala, Kina

  Surnames. Ha, Su, We, Sai, Wa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

\n

Age. Kaminoans reach adulthood at 11 years old and live around 100 years.

\n

Alignment. Kaminoans highly organized society lead individuals to tend toward a lawful alignment, though there are exceptions.

\n

Size. Kaminoans typically stand 7 to 8 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Geneticist. You have proficiency in the Medicine skill.

\n

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

\n

Tech Dabbler. You know the temporary boost at-will tech power. Intelligence is your techcasting ability for this power. You do not require use of a wristpad for this powers.

\n

Ultraviolet Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

Languages. You can speak, read, and write Galactic Basic and Kaminoan. Kaminoan is characterized by its flowing water-like sound.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Grey, yellow, blue, green"},"distinctions":{"value":"Very tall, long limbs, long necks"},"heightAverage":{"value":"6'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kamino"},"slanguage":{"value":"Kaminoan, Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaminoan","mode":"=","targetSpecific":false,"id":1,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaminoan","mode":"+","targetSpecific":false,"id":8,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kaminoan.webp"} {"_id":"jtc9UxDAvgVO6TQS","name":"Togorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Togorian people are a feline warrior species native to the planet Togoria. They are large, heavy-framed bipeds, with retractable claws on their hands and feet. Female Togorians grow up to 7 feet tall, while adult males can reach up to 9 feet. They're covered in gray-white, black, brown, or orange fur, often with colorful spots or stripes.

Society and Culture

Togorians have a unique cultural division between their sexes. They evolved as nomadic hunters of creatures like the bist and etelo, surviving on the wilderness as apex predators. As time went on, a rift in their society developed between the two sexes. Males were drawn to continue their lifestyle as nomads and hunters for their people, while females tended to prefer remaining in permanent camps and contributed the vast majority of their species technological developments. This division has continued into modern times, with males continuing their nomadic traditions and females frequently preferring to stay in villages and cities. Males visit their mates for about a month each year, but otherwise the sexes live completely separate lives. Whether in spite of this separation of the sexes, or because of it, Togorians are typically monogamous and devoted to their chosen mates.

Names

Togorian names tend to be short and primal-sounding. Female names tend to include softer consonants and more vowels, while male names are typically harsher. Togorians do not use surnames.

  Male Names. Mezgraf, Mlatar, Morto, Mrrov, Torr

  Female Names. Coelle, Elotis, H'sishi, Kra'ake, Rrowv","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

Age. Togorian reach adulthood in their late teens and live less than a century.

Alignment. Togorians' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Togorians tower over almost all other species, with smaller females standing upwards of 7 feet tall and weighing 250 lbs., while males can easily reach 8 feet tall and weigh around 350 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Togorians have retractable claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Stealthy Hunter. You have proficiency in the Survival and Stealth skills.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Togorese. Togorese is characterized by its deep, resonating growls.

"},"skinColorOptions":{"value":"Black, brown, or white"},"hairColorOptions":{"value":"Black, brown, orange, or white"},"eyeColorOptions":{"value":"Brown, green, orange, or yellow"},"distinctions":{"value":"Large frame, retractable claws, striped fur, rigid honor code"},"heightAverage":{"value":"6'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Togoria"},"slanguage":{"value":"Togorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togorian","mode":"=","targetSpecific":false,"id":1,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":" med","mode":"=","targetSpecific":false,"id":4,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"togorese","mode":"+","targetSpecific":false,"id":9,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Togorian.webp"} {"_id":"k1tyTOdbaTrgpFjz","name":"Draethos","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Draethos possess large teeth, which grow outside of their mouths. Coupled with their lack of lips, this leads to the appearance of an overbite. Their scaly skin ranged in color from blue to purple to black. Their hands retain an interstitial web between the fingers. Their fingers end in narrow tips which resemble claws. They possess low-light vision, springing from their cave-dwelling ancestors.\r\n\r\nDraethos possess a limited telepathy, granting the ability to communicate with any sentient being. The ability is limited to communication; a Draethos can not invade the thoughts of others.

Society and Culture

Partly due to their long lives, Draethos society was slow to evolve and relies heavily on tradition. The Draethos' culture is warrior-based, and those living on the homeworld are expected to demonstrate their martial or hunting prowess. Life on Draethos is harsh, with arrogant aristocrats squabbling among one another for social standing and wealth. Warriors are perpetually in high demand as gladiators, mercenaries, hunters, and soldiers. Those who make a conscious decision to abandon the way of the warrior are exiled to seek a new life among aliens. Consequently, despite their reputation as fierce combatants, most Draethos encountered offworld are peaceful and intellectual.

Names

Due to their lack of lips, Draethos names typically lack hard consonants. Surnames are familial.

  Male Names. Odan, Gyeto, Hurl, Jan, Talon

  Female Names. Gillen, Teria, Kat'h, Yul, Aswe

  Surnames. Urr, Slyter, Qelu'tlapa, Ayahu, Jek","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Draethos reach adulthood around their late teens and live up to 800 years.

Alignment. Draethos tend toward no particular alignment. The best and worst are found among them.

Size. Draethos typically stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Way of the Warrior. You have proficiency with light and medium armor as well as vibroblades and vibroswords.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Draethos. Draethos is characterized by its flurry of cacophonous sighs and clicks.

"},"skinColorOptions":{"value":"Grey, pink, blue, purple, black"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, red"},"distinctions":{"value":"Four fingers, large teeth, telepathy, long life spans"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Draethos"},"slanguage":{"value":"Draethos"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Draethos","mode":"+","targetSpecific":false,"id":1,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblades","mode":"+","targetSpecific":false,"id":9,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroswords","mode":"+","targetSpecific":false,"id":10,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":11,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"draethos","mode":"+","targetSpecific":false,"id":13,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Draethos.webp"} {"_id":"k48d8CW9Vw34bRXg","name":"Tusken","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

While Tuskens, also known as Tusken Raiders or Sand People, are easily recognizable by their full-body clothing, goggles, and mouth filters, little of their true physical appearance can be discerned. From birth, Tuskens are covered in wraps, and, barring very rare occasions, will not bare any part of their skin in sight of another person. This, combined with their hostility to outsiders and Tatooine's remote and arid nature, makes even study of Tusken corpses difficult.

Society and Culture

Tuskens are a primative, tribal race, mostly living in small clans scattered throughout Tatooine's deserts. Due to the harsh and unforgiving desert environment, Tusken clans are often xenophobic and territorial, but it is not unknown for them to adopt members of other species into the clan. They believe that all water is sacred and promised to them alone, and are infamous among the other residents of Tatooine for raiding and pillaging settlements and farms.\n\nTusken clans are usually very stratified, with males as hunters and warriors, while females and children maintain the camp. Tusken warriors hold their bond with their gaderffii weapons and Bantha mounts as sacred, and will choose death before relinquishing either.

Names

Tusken naming traditions vary between clans, but most are made up of harsh, guttural sounds. Tuskens do not use surnames.

  Male Names. Ur Ur, A'Koba, Qeruru'rr, Gr'Karr

  Female Names. K'Yark, Reirin, K'Orou, Ursarr'u","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Charisma score increases by 1.

\n

Age. Tuskens are considered adults when they turn 15. Because of the harsh and unforgiving climate of their home world, they rarely live longer than half a century.

\n

Alignment. Tusken culture's violent focus and disregard of those outside the tribe causes them to tend towards chaotic dark side, though there are exceptions.

\n

Size. Tusken stand between 5 and 6 feet tall and weigh around 155 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Animal Handler. You are proficient in Animal Handling.

\n

Intimidating Roar. Once per day, you can cast the fear Force power. Charisma is your forcecasting ability for this power.

\n

Survivors of the Sands. You are proficient in Survival. Additionally, you don't treat desert terrain as difficult terrain. Lastly, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tusken Weaponry. You have proficiency with the slugthrower and vibromace.

\n

Languages. You can speak, read, and write Galactic Basic and Tusken. Tusken is a guttural language characterized by its barks, growls, and roars. While Tuskens typically understand Galactic Basic, it is rare to hear them speak anything but Tusken.

"},"skinColorOptions":{"value":"Brown, gray, or tan"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Pale gray or black"},"distinctions":{"value":"Full-body wrappings, goggles, mouth filter"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Tusken"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tusken","mode":"=","targetSpecific":false,"id":1,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.weaponProf.custom","value":"slugthrower","mode":"+","targetSpecific":false,"id":8,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":9,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"tusken","mode":"+","targetSpecific":false,"id":11,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Tusken.webp"} -{"_id":"kIHixP4V6Z5tFKg9","name":"Bothan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bothans are a short species of furry humanoids. Bothans are covered in fur which shifted in response to their emotional state by way of gentle ripplings. It is this trait, named Wrendui, that betrays them when members of their kind intend to be duplicitous in their dealings with others. They possess tapered pointed ears, and both males and females were known to sport beards. Bothans are able to interbreed with the other species, though it is rare that they do so. Such hybrids somewhat resembled baseline humans with haunches, hooves, fur, pointed ears and a long tail.

\n

Society and Culture

\n

Bothan culture is guided by the philosophy and principles from the ancient text known as The Way, written by Golm Fervse'dra. In this \"Bothan Way\", the pursuit of power and influence is paramount. Thus, individual bothans put their own political and economic success above all other concerns, and as a species, bothans put their own advancement ahead of other intergalactic interests. The volume of backstabbing, subtle character assassination and political maneuvering in bothan society is dizzying, and results in many species stereotyping bothans as untrustworthy. In fact, most bothans are habitually paranoid, believing that anyone who's not working with them, is working against them. In times of crisis, the focus of bothan society shifts to a survivalist state known as \"ar'krai\". When engaged in ar'krai, all fit bothans volunteer to defend their species from impending extinction.

\n

Names

\n

Male bothan names are often tricky while female names are soft. Surnames are familial.

\n

  Male Names. Garc, Hibriak, Nith, Tramom, Ventagt

\n

  Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit

\n

  Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Bothans reach adulthood in their late teens and live less than a century.

Alignment. Bothans' duplicitous nature causes them to tend toward the dark side, though there are exceptions.

Size. Bothans stand 4-5 feet tall and weigh under 100 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of its turns.

Shrewd. You are proficient in the Insight and Deception skills.

Languages. You can speak, read, and write Galactic Basic and Bothese. Bothese had a great influence on the forming of Galactic Basic; the two languages share many cognates.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Black, brown, or gray (with age)"},"eyeColorOptions":{"value":"Brown or green"},"distinctions":{"value":"Diminutive stature, mood-sensitive fur"},"heightAverage":{"value":"4'3\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Bothawui"},"slanguage":{"value":"Bothese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Bothan","mode":"=","targetSpecific":false,"id":1,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Insight"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"bothese","mode":"+","targetSpecific":false,"id":9,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Bothan.webp"} -{"_id":"kopZn7Wb3q3ygEGN","name":"Nazzar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Nazzar are a bipedal, equine species with elongated heads, long ears, flared nostrils, fur-covered skin, and four-fingered hands. Nazzar are widely known for their natural agility and strength and their longer than average lifespans.

\n

Society and Culture

\n

Despite their natural athleticism, most Nazzar devote the majority of their lives to spiritual contemplation and study. This life of solitude causes members of this species to be reserved and aloof around others. The Nazzar's state-sanctioned religion, Ulizra, has fostered a deep distrust of other species and cultures, leading many to adopt openly xenophobic attitudes. Their government demands strict observance of all Ulizra tenets, which foster a firm belief in the threat that outsiders present to their health and way of life. Ulizra also promotes collective well-being over individualism, emphasizing that all members of their society have a vital role to play in the species' survival. Accordingly, Nazzar seldom appear elsewhere in the galaxy.

\n

These social conditions have isolated Nazzri from the rest of the galaxy. Although the Nazzar maintain representation in the Galactic Senate, they have made little effort to open trade or forge political relationships with other systems or factions. Nazzar who venture off world typically represent individuals who have cast off their religious customs and xenophobia or those who have undertaken missionary efforts to proselytize other peoples and bring them into alignment with Ulizra philosophy.

\n

Names

\n

Nazzar typically receive a monosyllabic, often vowelless given name and one familial surname.

\n

  Male Names. Prrit, Qrrrl, Vrrk

\n

  Female Names. Frtt, Lhm, Nvh

\n

  Surnames. Jikat, Qabag, Toq

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

\n

Age. Nazzar reach adulthood in their late teens and can live to be 125 years old.

\n

Alignment. Nazzar society conditions its members to be obedient and to place the interests of the collective ahead of the individual. Accordingly, they tend toward lawful alignments, though there are exceptions.

\n

Size. Nazzar typically stand between 6 and 6 1/2 feet tall and weigh 170 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Keen Hearing. You have advantage on all Wisdom (Perception) checks involving hearing.

\n

Natural Athlete. Nazzar possess great natural strength. You gain proficiency in the Athletics skill.

\n

Inquisitive. Nazzar have an appetite for secrets, especially those that may pose a threat to their species or way of life. You gain proficiency in the Investigation skill.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Silver Tongued. Nazzar who encounter outsiders typically need to defend the tenets of Ulriza, so they tend to be rhetorically adept. You gain proficiency in the Persuasion skill.

\n

Spiritual. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about the Ulizra religion.

\n

Languages. You can speak, read, and write Nazzar, a language characterized by high tones and grunts. Nazzar who leave Nazzri for other destinations in the galaxy typically learn Galactic Basic,

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Dark toned"},"eyeColorOptions":{"value":"White"},"colorScheme":{"value":""},"distinctions":{"value":"Equine, long ears, deeply spiritual"},"heightAverage":{"value":"5'10\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"Nazzri"},"slanguage":{"value":"Nazzar"},"manufacturer":{"value":""},"planguage":{"value":""},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Nazzar","mode":"=","targetSpecific":false,"id":1,"itemId":"kopZn7Wb3q3ygEGN","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"kopZn7Wb3q3ygEGN","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"kopZn7Wb3q3ygEGN","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"kopZn7Wb3q3ygEGN","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"kopZn7Wb3q3ygEGN","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"kopZn7Wb3q3ygEGN","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.skills.inv.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"kopZn7Wb3q3ygEGN","active":false,"_targets":[],"label":"Skills Investigation"},{"modSpecKey":"data.skills.per.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"kopZn7Wb3q3ygEGN","active":false,"_targets":[],"label":"Skills Persuasion"},{"modSpecKey":"data.traits.languages.custom","value":"Nazzar","mode":"+","targetSpecific":false,"id":9,"itemId":"kopZn7Wb3q3ygEGN","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"kopZn7Wb3q3ygEGN","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Nazzar.webp"} -{"_id":"lBBx3J0HLR00KR7z","name":"Hysalrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Hysalrians feature serpentine lower bodies with vaguely more humanoid, four-armed upper bodies. Their heads contain a small mouth and four eyes, which tend to be small and black. The skin of Hysalrians is a muted green, and their underbellies are white and segmented.

\n

Society and Culture

\n

Hysalrians are gentle despite their large size and intimidating features. Most Hysalrians live their lives in isolation, but a few venture out to explore the galaxy. Hysalrians, a particularly force-sensitive species, have established special schools to train their young in the Force on their homeworld. This training lasts for many years, and is continued on their own by the Hysalrians themselves until their death. This extended length of education allows a Hysalrian to benefit from their species' long history and apply this in-depth learning to the present.

\n

Names

\n

Hysalrians receive one given name and take a planetonymic surname to honor their homeworld.

\n

  Male Names. Bo'Shuta, M'Krannic, N'Kata, P'Ditdee

\n

  Female Names. D'Trasin, Jan'Krisl, Lo'Sindell, Sy'Brogu

\n

  Surnames. Del Gormo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

\n

Age. Hysalrians reach adulthood in their late teens and live to be older than 150 years.

\n

Alignment. Hysalrians are generally peaceful and lead solitary lives seeking knowledge of the Force. Accordingly, Hysalrians tend toward the light side, though there are exceptions.

\n

Size. Hysalrians typically stand between 9 and 10 feet tall and weigh 250 lbs. Regardless of your position in that range, your size is Large.

\n

Speed. Your base walking speed is 35 feet.

\n

Darkvision. Your superior vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Extra Arms. Hysalrians can hold up to four items or weapons at a time. This ability does not grant extra attacks; however, it does mean Hysalrians can wield two two-handed weapons at a time.

\n

Force Sensitive. You know the Force push/pull at-will force power and one additional at-will Force power of your choice, regardless of your class. Wisdom is your Forcecasting ability.

\n

Four Eyes. Hysalrians have superior vision due to their additional eyes. You have advantage on all Wisdom (Perception) checks that rely on vision.

\n

Grappler. Your numerous arms make it easier for you to grapple targets. You have advantage on all grappling checks. If you hit a target of Large size or smaller with a melee weapon attack on your turn and you have a free hand, you may use a bonus action to attempt to grapple the target. If the grapple succeeds, you may make one additional melee attack against the target (no action required).

\n

Hide. You have a thick, scaly hide. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates.

\n

Swamp Dweller. Your life on the swamp planet of Gormo has left an impression on you. You gain proficiency in the Nature skill. Additionally, you do not treat swampy terrain as difficult terrain.

\n

Languages. You can speak, read, and write Hysalrian, Galactic Basic, and one other language of your choice.

"},"skinColorOptions":{"value":"Green with white underbelly"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Serpentine lower bodies, four eyes, four-armed"},"heightAverage":{"value":"9'8\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"Gormo"},"slanguage":{"value":"Hysalrian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Hysalrian","mode":"=","targetSpecific":false,"id":1,"itemId":"lBBx3J0HLR00KR7z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"lBBx3J0HLR00KR7z","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"lBBx3J0HLR00KR7z","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"lg","mode":"=","targetSpecific":false,"id":4,"itemId":"lBBx3J0HLR00KR7z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"lBBx3J0HLR00KR7z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"lBBx3J0HLR00KR7z","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":7,"itemId":"lBBx3J0HLR00KR7z","active":false,"_targets":[]},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"lBBx3J0HLR00KR7z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"lBBx3J0HLR00KR7z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Hysalrian","mode":"+","targetSpecific":false,"id":10,"itemId":"lBBx3J0HLR00KR7z","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Hysalrian.webp"} +{"_id":"kIHixP4V6Z5tFKg9","name":"Bothan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bothans are a short species of furry humanoids. Bothans are covered in fur which shifted in response to their emotional state by way of gentle ripplings. It is this trait, named Wrendui, that betrays them when members of their kind intend to be duplicitous in their dealings with others. They possess tapered pointed ears, and both males and females were known to sport beards. Bothans are able to interbreed with the other species, though it is rare that they do so. Such hybrids somewhat resembled baseline humans with haunches, hooves, fur, pointed ears and a long tail.

\n

Society and Culture

\n

Bothan culture is guided by the philosophy and principles from the ancient text known as The Way, written by Golm Fervse'dra. In this \"Bothan Way\", the pursuit of power and influence is paramount. Thus, individual bothans put their own political and economic success above all other concerns, and as a species, bothans put their own advancement ahead of other intergalactic interests. The volume of backstabbing, subtle character assassination and political maneuvering in bothan society is dizzying, and results in many species stereotyping bothans as untrustworthy. In fact, most bothans are habitually paranoid, believing that anyone who's not working with them, is working against them. In times of crisis, the focus of bothan society shifts to a survivalist state known as \"ar'krai\". When engaged in ar'krai, all fit bothans volunteer to defend their species from impending extinction.

\n

Names

\n

Male bothan names are often tricky while female names are soft. Surnames are familial.

\n

  Male Names. Garc, Hibriak, Nith, Tramom, Ventagt

\n

  Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit

\n

  Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Bothans reach adulthood in their late teens and live less than a century.

Alignment. Bothans' duplicitous nature causes them to tend toward the dark side, though there are exceptions.

Size. Bothans stand 4-5 feet tall and weigh under 100 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of its turns.

Shrewd. You are proficient in the Insight and Deception skills.

Languages. You can speak, read, and write Galactic Basic and Bothese. Bothese had a great influence on the forming of Galactic Basic; the two languages share many cognates.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Black, brown, or gray (with age)"},"eyeColorOptions":{"value":"Brown or green"},"distinctions":{"value":"Diminutive stature, mood-sensitive fur"},"heightAverage":{"value":"4'3\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Bothawui"},"slanguage":{"value":"Bothese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Bothan","mode":"=","targetSpecific":false,"id":1,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Insight"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"bothese","mode":"+","targetSpecific":false,"id":9,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Bothan.webp","effects":[]} {"_id":"lKcn8ww5HVgSclnq","name":"Dashade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Dashade are a hulking reptillian species known for their strength and aggression. They have three fingers on each hand, each tipped with a long, curving claw. Their most notable feature is their natural resistance to the power of the Force. Along with their resistance to the Force, Dashade possess a high tolerance for radioactive energy, able to withstand contact with radioactive materials much longer than other species. Despite the thick skin Dashade possess, they have the uncanny ability to control the rate that heat dissipates from their skin. This allows them to regulate their body temperature at will.

\n

Society and Culture

\n

Dashade's brute strength and Force resistance makes them prime candidates for mercenary and assassin work. Dashade society is clan-based. Theses clan's often feud over honor and reputation, a trait that the dashade as a species exhibit.

\n

Names

\n

Many dashade names are short, dominated by harsher sounds, while others are longer and seperated by an apostrophe. Dashade names are gender neutral. Surnames are clan-based, but most dashade don't share or use them.

\n

  First Names. Anarin, Rak'vhul, Set, Vattix, Vos

\n

  Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Dashade reach adulthood in their late teens and live less than a century.

Alignment. Dashade's aggressive yet loyal nature causes them to tend toward lawful dark side, though there are exceptions.

Size. Dashade typically stand 5 and a half to 6 and a half feet tall and generally weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Force Contention. Due to their unique physiology, dashade hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

Heat Dissipation. Whenever you make a Dexterity (Stealth) check to avoid detection by electronic sensors and cameras, you are considered to have expertise in the Stealth skill.

Menacing. You gain proficiency in the Intimidation skill.

Radiation Resistant. Dashade are naturally able to resist radiation. You have resistance to necrotic damage.

Languages. You can speak, read, and write Galactic Basic and Dashadi. Dashadi is characterized by its low pitch and elongated growls.

"},"skinColorOptions":{"value":"Black, dark gray, or Olive green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Heat dissipation, Force-resistance, radiation resistance"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Urkupp"},"slanguage":{"value":"Dashadi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dashade","mode":"=","targetSpecific":false,"id":1,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"dashadi","mode":"+","targetSpecific":false,"id":9,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Dashade.webp"} -{"_id":"m4Y8kqWKjeGMLc8r","name":"Sludir","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Sludir have an elongated abdomen with six legs and a humanoid torso with two arms. Hard shell-like plates protect their back and flanks. A Sludir's head consists mostly of a thick snout with four nostrils and a large, toothy sneer. Sludir wear their thick manes in different styles.

Society and Culture

The fierce Sludir evolved from a primitive tribal society to an intricate feudal caste society of rulers, warriors, artisans, and workers. In addition to learning the traditions and ways of their particular caste-clans, Sludir children are taught to respect the code of battle. Combat represents the true test of a Sludir's character. Hiding and retreating are the tactics of a coward; Sludir who resort to such tactics not only dishonor themselves but their clan as well.

Sludir are direct and blunt. To them, physical strength and combat prowess bring power and prestige. Other than their sense of battle honor, they have little regard for etiquette and protocol, and acts of subterfuge appall them. They believe they deserve anything they can take by force.

Names

Sludir typically receive a given name and take their caste-clan's name as a surname.

  Male Names. Omze'kehr, Quintik, Quyik, Rokarn

  Female Names. Ol'gamen, Qesya, Qintis, Sos'tra

  Surnames. Bansaati, Kahr, Qui'ilun, Vth'naar

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Sludir reach adulthood in their early teens and live to be older than 75 years.

Alignment. The warlike Sludir observe a strict caste system in their society. Accordingly, they tend toward the lawful balanced side, though there are exceptions.

Size. Sludir typically stand between 5 1/2 and 6 1/2 feet tall and weigh 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Armored Carapace. Your upper body is covered in thick plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.

Fearless. You are immune to being frightened. Foes also have disadvatage on all Charisma (Intimidation) checks against you.

Hexapedal. Sludir's six legs grant them resistance to attempts to knock them prone. When taking damage from an attack that would normally knock a target prone, you may roll a contested Dexterity check (against the assailant's Strength) with advantage. A successful check allows you to avoid being knocked prone.

Mountain Dweller. Your life on Sluudren has acclimated you to travel on a rocky landscape. You do not treat mountainous terrain as difficult terrain.

Natural Fighter. If you take the Gladiator background, instead of proficiency you gain expertise in your choice of two from the following skills: Acrobatics, Athletics, Intimidation, or Performance. If you do not choose the Gladiator background, you gain proficiency in your choice of one of those skills.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Stonemasonry. You have proficiency with the scavenging kit.

Languages. You can speak Sludese and speak, read, and write Galactic Basic.

"},"skinColorOptions":{"value":"Brown to bright orange"},"hairColorOptions":{"value":"Blond to black"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Six-legged, two-armed bodies, armor-plated skin"},"heightAverage":{"value":"5'10\""},"heightRollMod":{"value":"+1d6\""},"weightAverage":{"value":"280 lb."},"weightRollMod":{"value":"x(1d8) lb."},"homeworld":{"value":"Sluudren"},"slanguage":{"value":"Sludese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sludir","mode":"=","targetSpecific":false,"id":1,"itemId":"m4Y8kqWKjeGMLc8r","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"m4Y8kqWKjeGMLc8r","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"m4Y8kqWKjeGMLc8r","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"m4Y8kqWKjeGMLc8r","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"m4Y8kqWKjeGMLc8r","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"m4Y8kqWKjeGMLc8r","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.ci.value","value":"frightened","mode":"=","targetSpecific":false,"id":7,"itemId":"m4Y8kqWKjeGMLc8r","active":false,"_targets":[],"label":"Traits Condition Immunity"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"m4Y8kqWKjeGMLc8r","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Sludese","mode":"+","targetSpecific":false,"id":10,"itemId":"m4Y8kqWKjeGMLc8r","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"scav","mode":"+","targetSpecific":false,"id":11,"itemId":"m4Y8kqWKjeGMLc8r","active":false,"_targets":[],"label":"Traits Tool Prof"}]}},"img":"systems/sw5e/packs/Icons/Species/Sludir.webp"} -{"_id":"mRHAfVnsXyjh6KXk","name":"Jablogian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Jablogians are a race of red-skinned gastropods from Nar Kanji in the Outer Rim. By adulthood, they become bipedal, developing large heads and four limbs that appear short in proportion to the rest of their bodies. They have pointy ears, four fingers on each hand, and a huge, multiple chin with a throat pouch. Food on the jablogians' homeworld was once seasonally scarce, and the species needed to build up fat stores to survive times when supplies ran low. Now that they are part of the galactic community and food sources are plentiful, they have become gluttonous, eating too much and becoming obese. Few in the galaxy can imagine anything more disgusting than sharing a table with a jablogian frantically grunting and slobbering through the course of the meal.

Society and Culture

Typically self-serving and single-minded in their pursuits, jablogians can be characterized by their primary instincts of acquisition and consumption. Their attitude toward eating informs all aspects of their lives; accordingly, they will hoard resources and credits and treat associates as fungible assets. Jablogian society may strike outsiders as particularly atomized: mothers abandon their grubs at a very early age, leaving them to find their own way in the world or perish. This harsh upbringing fosters distrust, dishonesty, and paranoia in young jablogians, who tend to compete ruthlessly with peers and parasitize other species.

Names

Jablogians do not develop a strong sense of family or community and, accordingly, adopt no surnames.

  Male Names. Azmorigan, Kammodeus, Nazgorigan, Smelphegor

  Female Names. Drellas, Habaddon, Trammon, Spoeillet

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

Age. Jablogians reach adulthood at age 50 and live to be more than 300 years old.

Alignment. Jablogians are greedy and selfish by nature, which makes them tend toward the chaotic dark side, though there are exceptions.

Size. Jablogians typically stand between 4'8\" and 6 feet tall and weigh 350 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Acute Hearing. Whenever you make a Wisdom (Perception) check related to hearing, you are considered to have expertise in the Perception skill.

Natural Resistance. Your gluttonous eating habits have conditioned you to ignore the effects of spoiled food and waste. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Paranoid Awareness. You cannot be surprised in combat and have advantage on all initiative rolls.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Throat Pouch. Jablogians have a large throat pouch originally evolved to store food when food proved scarce on their homeworld, but it can be used to store almost any hand-sized item or weapon in secrecy. You have advantage when you make a Dexterity (Sleight of Hand) check to stow or remove an object from your throat pouch. Also, this physical feature allows you to carry an additional 15 lbs. of weight without encumbrance penalty.

Languages. You can speak, read, and write Galactic Basic and Jablogian.

"},"skinColorOptions":{"value":"Red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Green or yellow"},"distinctions":{"value":"Obese torsos, four-fingered hands, pointed ears"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+1d6\""},"weightAverage":{"value":"300 lb."},"weightRollMod":{"value":"x(2d10) lb."},"homeworld":{"value":"Nar Kanji"},"slanguage":{"value":"Jablogian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Jablogian","mode":"=","targetSpecific":false,"id":1,"itemId":"mRHAfVnsXyjh6KXk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mRHAfVnsXyjh6KXk","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mRHAfVnsXyjh6KXk","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mRHAfVnsXyjh6KXk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mRHAfVnsXyjh6KXk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":6,"itemId":"mRHAfVnsXyjh6KXk","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"mRHAfVnsXyjh6KXk","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Jablogian","mode":"+","targetSpecific":false,"id":8,"itemId":"mRHAfVnsXyjh6KXk","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Jablogian.webp"} {"_id":"mgRv3f3TJ1ohL1kp","name":"Noghri","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Noghri are a primitive humanoid species hailed from the planet Honoghr with steely gray-blue skin that are renowned assassins. A natural gift for stealth and hand-to-hand combat, Noghri are efficient killing machines with their rending claws and strong olfactory sense that can often determine familial lineage. Their smaller size belies their ruthlessness and potent hunting skills.

Society and Culture

Noghri culture relies heavily on honor, with society being clan-based, revolving around the Dukha, a community center in each village. The greatest strength of the Noghri stems from their loyalty and secrecy; when a Noghri takes a job, they always fulfill it, even if it would result in their death. As such, they make exceptional, albeit expensive bodyguards.\r\n\r\nNoghri are loathe to fight with weapons larger than small daggers, believing combat to be a personal celebration to be sullied by use of heavier weapons. As such, it is rare (though not impossible) to see a Noghri wielding a weapon larger than their forearm.\r\n\r\nEach Noghri clan village centers around the Dukha, with each clan being led by a Dynast. The Dukha is inhabited by the clan's Maitrakh, who functions as the storyteller, spiritual leader, and lore keep of the clan.

Names

Noghri names vary from short to long, with female names being typically softer. Surnames are clan-based.

  Male Names. Cakhmaim, Ezrakh, Khabarakh, Rukh

  Female Names. Cilnaas, Edvir, Kahr'corvh, Meewalh

  Surnames. Bakh'tor, Eikh'mir, Hakh'khar, Khim'bar","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Noghri reach adulthood in their late teens and live less than a century.

Alignment. Noghri's honorable society causes them to tend toward a lawful alignment, though there are exceptions.

Size. Noghri typically stand about 5 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hunter. You are proficient in Survival and Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Powerful Leap. If you jump at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Honorghran. Honorghran is characterized by its scratchy, gutteral sounds.

"},"skinColorOptions":{"value":"Bluish-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown"},"distinctions":{"value":"Advanced olfactory senses, claws, hunting prowess."},"heightAverage":{"value":"4'5\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Honoghr"},"slanguage":{"value":"Honoghran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Noghri","mode":"=","targetSpecific":false,"id":1,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"honoghran","mode":"+","targetSpecific":false,"id":9,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Noghri.webp"} -{"_id":"muP2qgPWUoyytXoO","name":"Neelabi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Neelabi are a diminutive piscine species native to the planet of the same name in the Kibilini sector. Although their eyes are tiny compared to their large cranium, Neelabi possess superior low-light vision, in addition to enhanced auditory and olfactory senses (while submerged) and a unique tremorsense (while submerged) that allows them to detect minute vibrations caused by bodies moving in water. Although they are short-statured, Neelabi tend to have excellent muscle tone that allows them to excel at athletic activities.

\n

Society and Culture

\n

The planet Neelabi is a world almost completely covered in a global ocean, and its seas are teeming with aquatic life. Over the course of centuries, natural resources have become scarce, and these conditions have prompted the Neelabi to develop a deep sense of tribalism and competition for both survival and social advancement. Accordingly, the species has organized itself into twelve recognized schools, each with its own strict caste system that affords power and prestige to those who prove themselves most successful in socially sanctioned contests.

\n

Names

\n

Neelabi typically receive one given name and adopt their school name as a surname.

\n

  Male Names. Chaar-Li, Stihr-Djun, Szaamun, Occo

\n

  Female Names. Aalwyf, Orcca, Taing, Tilla-Peeah

\n

  Surnames. Kihpur, Ninebar, Paiik, Ter-Baht

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

\n

Age. Neelabi reach adulthood in their early teens and live to be more than 100 years old.

\n

Alignment. Neelabi tend toward no particular alignment. The best and worst are found among them.

\n

Size. Neelabi typically stand between 2 and 3 feet tall and weigh 60 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Expert Swimmer. You have a natural talent for swimming. In addition to enjoying a swim speed of 30 ft., Neelabi receive advantage on all Strength (Athletics) checks while submerged.

\n

Hyper-Competitive. Your upbringing in Neelabi society has conditioned you to treat many everyday interactions with others as a contest. You gain proficiency in your choice of three of the following skills: Athletics, Insight, Intimidation, Performance, Persuasion, Piloting, and Survival.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell while submerged in water.

\n

Limited Manual Dexterity. Due to Neelabi's lack of hands and opposable thumbs, at level one, you cannot gain proficiency in either Simple or Martial Blasters, regardless of your normal class proficiencies. Additionally, Neelabi have disadvantage on any attack rolls made using weapons that require fine motor control.

\n

Limited Tremorsense. While submerged in water, you are sensitive to vibrations in water and can automatically pinpoint the location of anything that is in contact with the water within a 60-foot radius.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Water Breather. You can breathe in water, and you cannot breathe except when your gills are submerged in water. When you enter a non-aquatic environment without the aid of water-breathing technology, you are subject to the rules governing suffocating found on page 181 of the Player's Handbook.

\n

Languages. You can speak, read, and write Neelabian and Galactic Basic.

"},"skinColorOptions":{"value":"Blue, gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Piscine, hyper-competitive, limited tremorsense"},"heightAverage":{"value":"2'4\""},"heightRollMod":{"value":"+1d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x(1d4) lb."},"homeworld":{"value":"Neelabi"},"slanguage":{"value":"Neelabian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Neelabi","mode":"=","targetSpecific":false,"id":1,"itemId":"muP2qgPWUoyytXoO","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"muP2qgPWUoyytXoO","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"muP2qgPWUoyytXoO","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"muP2qgPWUoyytXoO","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"muP2qgPWUoyytXoO","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"muP2qgPWUoyytXoO","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"muP2qgPWUoyytXoO","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (60 ft., submerged)","mode":"+","targetSpecific":false,"id":8,"itemId":"muP2qgPWUoyytXoO","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"muP2qgPWUoyytXoO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Neelabian","mode":"+","targetSpecific":false,"id":10,"itemId":"muP2qgPWUoyytXoO","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Neelabi.webp"} {"_id":"nmgbNVIrrwuvR9RF","name":"Nautolan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Nautolans possess physiology common to amphibious species, including low light vision and excellent swimming skills. Their bony endoskeleton and dense cartilage make them tough and resistant to glancing blows. An egg-laying species, Nautolans emerge from their egg as a tadpole that develops arms, legs, and head-tails during their second year of life. Roughly the same size as a Human infant during this time, their limbs are weak and unable to support their weight, forcing youthful Nautolans to remain in aquatic environments for much of their childhood.

Society and Culture

The society developed by the Nautolans on Glee Anselm is centralized around local families and governments. The centralized government of Glee Anselm is comprised of representatives from the Council of Elders that govern each settlement. Elders are elected on merit, and can be made up of youthful politicians as well as the most aged members of the society. A culture that promotes life-long mates, Nautolan families are characterized by their loyalty between spouses and the equality of the sexes in the household. Arranged marriages are not uncommon. \r\n\r\nNo cultural affinity for the Force ever developed on Glee Anselm, though members of the Nautolan species recognize its importance and respected those among them that were Forceful.

Names

Nautolan names are generally short and melodic. Female names usually end in a vowel. Surnames are familial.

  Male Names. Brod, Knirkoc, Peng, Tikuwik, Zesufreat

  Female Names. Doli, Hahi, Thamlymyo, Usha, Zezu

  Surnames. Iarre, Rirrall, Sompanong, Uzumdall","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Nautolans reach adulthood in their early teens and live about 70 years on average.

Alignment. Nautolans' benevolence cause them to tend toward the light side, though there are exceptions.

Size. Nautolans typically stand 5 to 6 feet tall and rarely weigh more than 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Insightful. Nautolan head tentacles are adept at determining moods. You have advantage on Wisdom (Insight) checks to determine emotions.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Nautila. Nautila is unique in that it can only be properly pronounced underwater due to its use of pheromones in addition to spoken sounds. In any other environment, the language loses a great amount of detail; that Nautolans find this annoying.

"},"skinColorOptions":{"value":"Blue, brown, green, purple, or grey"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or red"},"distinctions":{"value":"Extrasensory head tentacles capable of detecting chemicals"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Glee Anselm"},"slanguage":{"value":"Nautila"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Nautolan","mode":"=","targetSpecific":false,"id":1,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"nautila","mode":"+","targetSpecific":false,"id":9,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Nautolan.webp"} {"_id":"nxE30y2QA5jm0NhM","name":"Iktotchi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Iktotchi do not have hair, but rather they had a very resistant skin which protected them from the violent winds which crossed the satellite. Both males and females have down-curved cranial horns, which gave them an aggressive aspect. The males' horns are generally a little larger, a remnant from their mountain-dwelling, caprinaen ancestors. The horns are able to regenerate if damaged.

Society and Culture

The Iktotchi are a fiercely guarded and isolationist species - vaunted for their ability to hide their feelings and bury any semblance of emotion. Originating on the harsh, windy moon of Iktotch, which orbits the planet Iktotchon in the Expansion Region, the Iktotch are gifted with precognition, and are courted as often by Jedi as by pirates for their skills.\r\n\r\nIktotchi society is a stratified society. Upward mobility is both possible and encouraged. Iktotchi are an outwardly dispassionate people, which is evidenced by their culture. They have a robust legal system, and suffer little crime. Iktotchi are respectful of cultures other than their own and can easily integrate with others.\r\n\r\nIktotchi who distinguish themselves often earn a titular nickname, by which they are referred to in place of their name. Generally, this is done by accomplishing a remarkable feat that benefits the Iktotchi as whole.

Names

Iktotchi names are generally two syllables. Surnames are familial. Respected Iktotchi often adopt a nickname, which they use in place of their birth name.

  Male Names. Dilnam, Imruth, Kashkil, Yellam

  Female Names. Kemkal, Onyeth, Reshu, Zorlu

  Surnames. Hevil, Kaawi, Mimir, Nudaal, Zelend","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

Age. Iktotchi reach adulthood in their late teens and live less than a century.

Alignment. Iktotchi are lawful and tend toward the light side, though there are exceptions.

Size. Iktotchi typically stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Precognition. You can see brief fragments of the future, that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Horns. Your horns are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Pilot. You have proficiency in the Piloting skill.

Languages. You can speak, read, and write Galactic Basic and Iktotchese.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns, precognition, telepathy, thick pink skin"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iktotch, moon of Iktotchon"},"slanguage":{"value":"Iktotchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Iktotchi","mode":"=","targetSpecific":false,"id":1,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"iktotchese","mode":"+","targetSpecific":false,"id":8,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Iktotchi.webp"} -{"_id":"oRSIxRhGOsrwNfz5","name":"T'surr","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The T'surr are a tall, sentient humanoid species of blue-skinned and blue-blooded predators. They are a bipedal species with two pairs of arms. The primary arms end in strong, large hands with either five or three fingers, while the secondary pair is far smaller than the first and protrudes from the upper torso, ending in only three fingers. A T'surr's head features a mouth full of razor-sharp teeth and two sets of gleaming, red pupiless eyes, with one set situated above the other or all four eyes situated in a horizontal line above the nose. Heavy ridges surround their eyes and mouth with the creases slanting out toward the fan-like sides of the head, which extend into a large number of horns in males. T'surr are capable of growing hair on their heads, including beards, which are often black in color. When a T'surr is enraged, its neck flushes red.

Society and Culture

The T'surr homeworld is cold and dark due to its distant star and high winds. Other species find the high gravity there daunting and oppressive. These conditions have fostered a race of survivors who have little empathy for other beings, making practices like slavery common and accepted amongst the T'surr. The T'surr judge wealth based on the number of slaves owned. Male T'surr are particularly violent and cruel in nature, treating other species as livestock. A T'surr uses his strength and cunning to control other males of his own species, bullying them to get his way. T'surr females, however, rule the matriarchal homeworld. In the greater galaxy, T'surr often pursue violent professions, aligning with powerful bands of pirates, privateers, or smugglers. They tend to keep trophies as reminders of their conquests, often wearing these stolen trinkets on their belts.

Names

T'surr typically receive one given name.

  Male Names. Floinarr, Ken-Kiba, Ken-Giree, Krayn

  Female Names. Datynask, Jeneyd, Reythan, Wistolat

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

Age. T'surr reach adulthood in their mid-teens and live to be more than 100 years old.

Alignment. With the T'surr's predatory nature and history of slaveholding, they tend toward the chaotic dark side, though there are exceptions.

Size. T'surr typically stand between 7 1/2 and 8 1/2 feet tall and weigh 280 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Extra Arms. T'surr can hold up to four items or weapons at a time. This ability does not grant extra attacks; however, it does mean T'surr can wield two two-handed weapons at a time.

Hunter. You are proficient in Stealth and Survival.

Innate Accuracy. You have advantage on all ranged attacks made against opponents you can see.

Keen Hearing and Vision. Your sensitive ears and additional eyes grant you superior hearing and vision. You have advantage on all Wisdom (Perception) checks involving hearing or vision.

Menacing. You have proficiency in the Intimidation skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Teeth. Your sharp teeth provide you with natural weapons that you can use to make unarmed attacks. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Languages. You can speak, read, and write T'surrese and Galactic Basic.

"},"skinColorOptions":{"value":"Blue"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Four eyes, small secondary arms, deadly predators"},"heightAverage":{"value":"7'6\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"240 lb."},"weightRollMod":{"value":"x(1d6) lb."},"homeworld":{"value":"T'surr"},"slanguage":{"value":"T'surrese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"T'surr","mode":"=","targetSpecific":false,"id":1,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"T'surrese","mode":"+","targetSpecific":false,"id":11,"itemId":"oRSIxRhGOsrwNfz5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/T'surr.webp"} {"_id":"pd0o8uIkm4MwXBU8","name":"Squib","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Squibs are small, sentient, humanoid mammals with both rodent and canine characteristics. Their pink skin is covered in fur that offers some protection from cold weather, but, more importantly, it serves as an olfactory organ, able to pick up scents at a distance and ascertain intrinsic details—such as penetrating through a disguise or identifying a forgery—when rubbed against. The species has both male and female sexes, although non-Squibs often have difficulty determining the sex of a Squib based on appearance alone. Their mouths are full of forbidding, sharp, white teeth, and their flexible cheeks were capable of storing items.

\n

Society and Culture

\n

Squibs are friendly and cheerful to such an extent that, over time, they are considered quite annoying. Squibs are inherently curious, handling items with literal regard to care. They are unabashed pack rats, and they wear clothing for the excess storage rather than necessity. The Squibs' overconfidence is a defining trait. The typical Squib response to a threat is not to fight or flee, but to bluff and bluster, especially when not face-to-face. In person, their sharp teeth are their favored means of intimidation. Squibs believe that bargaining is the highest form of communication, and they believe haggling is more important than the goods themselves. A deal is a binding oath to Squibs, and they are incredibly loyal to their business partners.

\n

Names

\n

Squibs combine their first and last names, which are familial, into one long, hyphenated name. They often go by nicknames derived from their full names. Male and female names do not significantly deviate.

\n

  Full Names. Galaneever-marmalios, Meelawin-demort, Sleerinwilpher-remalior

\n

  Nicknames. Galan, Meela, Wilpher

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Squibs reach adulthood at nine years of age and live an average of sixty-five years.

Alignment. Squibs' cheerful nature causes them to tend toward the light side, though there are exceptions.

Size. Squibs typically stand 3 to 3 and a half feet tall and weigh around 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Business Savvy. A common trait of all Squibs is their desire and love of haggling. Squibs believe a deal is done when both sides believe they got the better of the other. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Flexible Cheeks. Squibs have flexible cheeks in which they can store small goods. You can store up to two items that weigh a combined total of no more than 2 lb. in your cheeks, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal them.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Sensitive Fur. Squibs' fur is exceptionally sensitive to physical details. You have advantage on Intelligence (Investigation) checks that rely on touch.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Squibbian. The Squibbian language originated as a secret form of communication for Squibs to convey information without being understood.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"White, gray, black, brown, blue, violet, or red"},"eyeColorOptions":{"value":"Blue, yellow, red, or brown"},"distinctions":{"value":"Curious, overconfident, hagglers"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"45 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Skor II"},"slanguage":{"value":"Squibbian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Squib","mode":"=","targetSpecific":false,"id":1,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"squibbian","mode":"+","targetSpecific":false,"id":7,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Squib.webp"} {"_id":"pwkipuJbTpCnrD8S","name":"Twi'lek","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Twi'leks are usually thin, although corpulent individuals were known to exist. Twi'leks are omnivores; this diet is essential given that food is scarce on their homeworld, Ryloth. Twi'leks possess multiple stomachs, an unusual trait that enables them to eat almost any food. When traveling off their homeworld, twi'leks rarely refused food, which frequently leads to obesity among starfarers. Twi'lek society also associates obesity as a sign of affluence and success.

\n

Society and Culture

\n

The natural grace and exotic beauty of the female twi'leks make them a popular target among slave traders. Slavery is the main currency of Ryloth. Some see it as a chance to make money by kidnapping or selling orphaned children, while others see slavery as a way of saving children from growing up in Ryloth's harsh environment. A number of twi'leks believe that slavery is an efficient way to proliferate their species and preserve their culture, as the twi'leks lack their own means of inter-planetary travel. Regardless of how it came about, many twi'leks live as slaves or entertainers and are considered status symbols, especially the females of rarer skin hues. Twi'leks that manage to escape from captivity usually turned to a life of thievery or prostitution, with both genders making use of their powers of seduction.

\n

Names

\n

Twi'lek names combine their first name and a clan name into a single name, rather than having a separate surname.

\n

  Male Names. Ecrizsati, Gaj'mogos, Ukelweko

\n

  Female Names. Arag'mure, Oanicfuba, Unaecripi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Twi'leks reach adulthood in their late teens and live less than a century.

Alignment. Twi'leks harsh upbringing cause them to tend toward the dark side, though there are exceptions.

Size. Twi'leks stand between 5 and 7 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elegant Dancers. You have proficiency with the Performance skill.

Natural Antitoxins. You have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9).

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Twi'leki. You can communicate non-verbally with other twi'leks through a complex language of subtle head-tail motions.

"},"skinColorOptions":{"value":"Blue, brown, dark grey, green, orange, pink, purple, red, tan, teal, white, yellow, or striped"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, brown, green, hazel, orange, pink, purple, or yellow"},"distinctions":{"value":"Lekku, sharp claw-like nails, males often file their teeth to points"},"heightAverage":{"value":"5'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ryloth"},"slanguage":{"value":"Twi'leki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Twi'lek","mode":"=","targetSpecific":false,"id":1,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":8,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"twi'leki","mode":"+","targetSpecific":false,"id":10,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Twi_lek.webp"} -{"_id":"r8T2eYoXSrnrfECv","name":"Frozian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Frozians are tall, thin, feline humanoids with multiple joints in their arms and legs. This gives them a curious, loping gait when they walk. Their bodies are covered by short fur that ranges from sandy brown to chestnut. They have large brown eyes that are set on either side of a pronounced muzzle, giving the Frozians excellent peripheral vision. From their muzzles grow thick whiskers that the Frozians twitch in elaborate gestures to emphasize their emotions. Adult Frozians stand 6 to 9 feet tall with males and females having comparable builds. Standard gravity conditions render Frozians infertile, so they only mate in low-gravity environments like that of their homeworld of Froz.

Society and Culture

Frozians are honest, highly intelligent, and diligent, taking pride in their work. They uphold the virtues and laws of the culture into which they've integrated, making them well-suited to careers in diplomacy. They are strong-willed and show genuine concern for those around them, often making a special effort to care for those they perceive as needy. When not actively engaged in helping themselves or others, Frozians are often depressed and, despite their best intentions, tend to ruin the mood of those around them as well. Although many planets in the galaxy have gravity that is not optimal for Frozian prosperity, this species' natural curiosity makes them easy to find in many star systems.

Names

Frozians have one given name that tends to be incredibly multisyllabic.

  Male Names. Carlisgontoris, Micamberlecto, Rocatrinicel, Scorylance

  Female Names. Gracindolatrie, Lactylassia, Plimothalias, Tuthovinjie

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Frozians reach adulthood in their early teens and live to be one century old under light gravity conditions. Under standard gravity conditions, Frozians do not live as long, typically reaching no more than 90 years of age.

Alignment. Frozians are extremely principled, adhering to ideals and keeping their promises even when it is clear that other parties have betrayed their trust. Frozians tend toward the lawful light side, though there are exceptions.

Size. Frozians typically stand between 6 and 9 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Cosmopolitan. You have proficiency in Lore. If you would already be proficient, you have expertise, instead.

Darkvision. You have a cat’s keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Multi-jointed. The multiple joints in your arms and legs allow you more flexibility then the average human. You have advantage on Dexterity (Acrobatics) checks that involve flexibility.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Scout Belt. Frozians's loping gait renders them clumsy. To offset this limitation, Frozian scientists long ago developed a large stabilizer belt that vastly improves the species' balance and agility. Your Dexterity score increases by 2.

Languages. You can speak, read, and write Frozian, Galactic Basic, and 2 other languages of your choice.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"Tan"},"eyeColorOptions":{"value":"Brown"},"distinctions":{"value":"Extra joints in each limb, fur-covered, elongated whiskers"},"heightAverage":{"value":"7'6\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Froz"},"slanguage":{"value":"Frozian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Frozian","mode":"=","targetSpecific":false,"id":1,"itemId":"r8T2eYoXSrnrfECv","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"r8T2eYoXSrnrfECv","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"r8T2eYoXSrnrfECv","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"r8T2eYoXSrnrfECv","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"r8T2eYoXSrnrfECv","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"r8T2eYoXSrnrfECv","active":false,"_targets":[]},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"r8T2eYoXSrnrfECv","active":false,"_targets":[]},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":8,"itemId":"r8T2eYoXSrnrfECv","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"r8T2eYoXSrnrfECv","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Frozian","mode":"+","targetSpecific":false,"id":10,"itemId":"r8T2eYoXSrnrfECv","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Frozian.webp"} -{"_id":"rAq4Z06Y6JaVD9PI","name":"Culisetto","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Culisetto are an insectoid species, with a close resemblance to the common fly. Their long snouts are not truly proboscises, but function much the same, allowing them to drain blood with the aid of two tendrils, one on either side of the snout. They move by crawling about on their hands and feet, and are adept at leaping and climbing.

\n

Despite their appearance, culisetto are an exceptionally hygenic species, with an evolved habit of rubbing their hands and legs to rid them of germs from the ground.

\n

Society and Culture

\n

Culisetto are often shunned by other species, if not for their grotesque appearance, then usually for their habit of drinking blood. While they have evolved beyond needing to drink blood to survive, its taste remains quite enticing to many culisetto, who will indulge in it at their pleasure.

\n

Culisetto tend to favor the company of their own kind, particularly their siblings. Broodlings frequently travel in groups of three or more, inseparable from birth.

\n

Names

\n

Culisetto given names are often inexplicably Hellenic. Surnames are familial.

\n

  Male Names. Kreon, Sosilu, Ocyto, Phino

\n

  Female Names. Hecuba, Anophe, Xeina, Adeia

\n

  Surnames. Dengue, Chontos, Kazan, Vazil

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Culisetto reach adulthood at 8 years old, and live to be about 60.

Alignment. Culisetto's thirst for blood causes them to tend towards the dark side, though there are exceptions.

Size. Culisetto stand between 3 and 4 feet tall and weigh about 45 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Climb. You have a climbing speed of 25 feet.

Compound Eyes. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

Powerful Leap. If you jump at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to trip the target as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

Prehensile Feet. You have supreme control over your feet and can use them to manipulate objects as well as your hands.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Torpor. Culisetto only require 2 hours of inactivity a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Culisetto. Culisetto is composed of high pitched whines made from the snout.

"},"skinColorOptions":{"value":"Pink, yellow"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Thoracic carapace, compound eyes, cannibalistic"},"heightAverage":{"value":"2'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Culiset"},"slanguage":{"value":"Culisetto"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"hugehuman"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.ideal","value":"Culisetto","mode":"=","targetSpecific":false,"id":1,"itemId":"rAq4Z06Y6JaVD9PI","active":false,"_targets":[],"label":"Details Ideal"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"rAq4Z06Y6JaVD9PI","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"rAq4Z06Y6JaVD9PI","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"rAq4Z06Y6JaVD9PI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"rAq4Z06Y6JaVD9PI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"rAq4Z06Y6JaVD9PI","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"rAq4Z06Y6JaVD9PI","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Culisetto","mode":"+","targetSpecific":false,"id":8,"itemId":"rAq4Z06Y6JaVD9PI","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Culisetto.webp"} {"_id":"rWoNw7uajtS30t6R","name":"Chagrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chagrians are born as tadpoles in clutches of three or more and raised in tubs of water in a family's private home. During this time, their arms, legs, and air-breathing lungs develop. Adult Chagrians are truly amphibious, retaining their ability to breathe underwater while also able to function without difficulty in air. They also possess acute low-light vision.

\n

The average Chagrian stands taller than a Human. They are distinguished by two fleshy growths protruding from the sides of their heads, which they call lethorns. As they age, the lethorns thicken. Males also sport two horns growing from the top of their skulls. These were once used in underwater duels to attract a mate, and are seen as a sign of the males' strength and virility. Females lack the superior cranial horns, but had more pronounced and longer posterior head plates; these can reach halfway down their back. Chagrians also have very long black forked tongues.

\n

Society and Culture

\n

As a species, Chagrians are generally peaceful and law-abiding to the point of becoming stoic and obstinate. Many Chagrians are motivated only by basic desires such as sustenance, shelter, and healthcare. Chagrian government ensures that every citizen is cared and provided for, so the standard of living for the poorest Chagrian is high compared to the members of other species. Chagrians who expect violence often wear red.

\n

Names

\n

Chagrian names have a very melodic tone. Male names are typically shorter than female names. Surnames are familial.

\n

  Male Names. Bom, Chen, Fiet, Nedd, Touk

\n

  Female Names. Chavik, Dabai, Fisil, Oolya, Tinto

\n

  Surnames. Kassin, Molya, Nigna, Onirali, Treen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chagrians reach adulthood in their late teens and live an average of 75 years.

\n

Alignment. Chagrians' peace-loving nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Chagrians typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Chagri.

"},"skinColorOptions":{"value":"Light to dark blue"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns (male), lethorns, black forked tongues"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Champala"},"slanguage":{"value":"Chagri"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chagrian","mode":"=","targetSpecific":false,"id":1,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chagri","mode":"+","targetSpecific":false,"id":10,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chagrian.webp"} {"_id":"s3KOpiCDVbCaengP","name":"Hutt, Adolescent","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Hutts are a massive slug-like species who have large mouths and stubby arms. They have three lungs and thick leathery skin, which is wrinkled and slimy. Hutts often have watery eyes and lack facial expressions. Their tails are supported by a skeletal spine. Despite their legendary size, hutts start out as tiny huttlets less than half a foot in height, and continually grow over the long lives.

\n

Society and Culture

\n

Most hutts are crime lords who live opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting. This is not true for all, however, as some eschew the life of a decadent, obese version of their species and prefer a more mobile existence. Hutt society is divided into families known as kajidics, a social structure that is both familial and a crime gang. Hutts are encouraged to make a name for themselves around the age of 150 while simultaneously not threatening the welfare of the clan. At around 200, they will likely stop being saved by the clan and encouraged even further to fend for themselves while benefiting the kajidic; they may even be granted a star system or two. Nomadic or kajidic-less hutts are often hunted or killed by other hutts in fear of the nomad coming to claim a territory.

\n

Names

\n

Hutt names with a suffix title as \"the Hutt\" are usually reserved for noteworthy huts, with the name of a hutt's kajidic coming before the title. Because hutts are hermaphroditic, choosing a gender at will, their names are considered androgynous.

\n

  First Names. Arok, Gorga, Jabba, Mama, Ziro

\n

  Kajidic Names. Besadii, Desilijic, Fenn'ak, Gnuda

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.

Age. Hutts are considered a child until around the age of 200 in which they are a full fledged adult. Hutts can live upwards of 900 years with even more ancient ones exceeding that.

Alignment. Hutts are selfish, greedy, and highly organized, causing them to tend toward chaotic dark side, though there are exceptions.

Size. Hutts have a unique special characteristic; from birth to death, they never stop growing. As an adolescent hutt, you typically stand between 6 and 7 feet tall and weigh at least 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 20 feet.

Closed Mind. Hutt brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Slow and Lethargic. Hutts are slow and generally incapable of moving quickly. You have disadvantage on Dexterity saving throws, and when determining your bonus to AC from your Dexterity, you can't add more than +3.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Huttese. Hutts rarely speak Galactic Basic, even though they are perfectly able; if the person with whom they are speaking doesn't understand Huttese, they are more likely to use an interpretor than deign to speak the language of lesser species.

"},"skinColorOptions":{"value":"Black, blue, brown, gold, green, purple, tan, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, gray, green, orange, turquoise, violet, or yellow"},"distinctions":{"value":"Three lungs, slug-like appearance"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"400 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Nal Hutta"},"slanguage":{"value":"Huttese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Hutt","mode":"=","targetSpecific":false,"id":1,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":5,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":7,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Hutt.webp"} {"_id":"sHKKwOYgHLqtPbFk","name":"Wookiee","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Wookiees are a tall species of furry giants from the planet Kashyyyk, who can grow to a height of over eight feet. They are covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species has two sexes, female and male. The latter grows long beards in adult life. Wookiee eye colors are usually blue, green, yellow, golden, brown, or red.

Society and Culture

Wookiees greatly value honor and loyalty. Therefore, their notion of \"family\" encompassed much more than just blood ties. A part of that most sacred tradition was the social institution of life debt: when a wookiee's life was saved by someone else, regardless of the species, they would frequently devote themselves to a lifetime of service to their savior and their family. Through the mechanism of the life debt, the People of the Trees used to develop unbreakable bonds with their boon companions and true friends, forming an \"honor family.\"

Names

Wookiee names are diverse; some names are simple and short while others are long and complicated. The majority of names often have softer big sounds and more melodic tones to them. Since offworlders have trouble using wookiees' real names, they often adopt simpler nicknames to go by.

  Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr, Lavgaeffoak, Snrowbishutchuh, Zufiaarkaykkk

  Female Names. Bulabba, Bonbaegnh, Hopakleupo, Keumnebheu, Onninh, Osstatiemmyock

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Wookiees reach adulthood at about 40 and can live to be 400.

Alignment. Wookiees tend toward the light side, though there are exceptions.

Size. Wookiees tend to tower over other species, reaching heights over 8 feet and weighing 300 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Wookiees have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Shyriiwook. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"Different shades of black, brown, and white in varying combinations"},"eyeColorOptions":{"value":"Blue, green, yellow, golden, brown, or red"},"distinctions":{"value":"Tall, hair covered, retractable climbing claws, long life spans"},"heightAverage":{"value":"6'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"190 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Kashyyyk"},"slanguage":{"value":"Shyriiwook"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Wookiee","mode":"=","targetSpecific":false,"id":1,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[]},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"shyriiwook","mode":"+","targetSpecific":false,"id":10,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"}]}},"img":"systems/sw5e/packs/Icons/Species/Wookiee.webp"} {"_id":"tnaLRAM5HqoK4Oue","name":"Dug","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Dugs are slender, powerfully built beings with a somewhat humanoid build and a unique method of walking that hailed from the high gravity world Malastare. Their primary means of locomotion is their strong arms, and their lower limbs and feet were used for grappling and other fine motor manipulation. They hardly ever walk on their lower limbs. Although most Dugs may walk on all four limbs, others like to use their strong arms as legs and their feet as hands like they would normally do.

Society and Culture

Due to their oppression under their Gran rulers who colonized Malastare, many Dugs often feel the need to throw around their strength in bids to establish dominance. As a result, they are known for their ill-tempered demeanor, and many are bullying thugs.\r\n\r\nOn their homeworld of Malastare, the vast majority of Dugs are little more than laborers toiling for the enrichment of the Gran. With the species excluded from much of the power and money on Malastare, many Dugs turn to swoop racing or bounty hunting as their only means to achieve fame and fortune. In all other areas, the Dugs are exploited.

Names

Dug names are often 3 syllables long, mostly through big sounds rather than harsh tones. There are harsher tones in their names as well though, often in the forms of x's and k's. Female Dugs have softer names, but no one would call them beautiful. Surnames are usually passed down through family or clan.

  Male Names. Bawugri, Gadwouhx, Rorgukwa,

  Female Names. Bosix, Grugne, Jiwous, Pragiba,

  Surnames. Brundaare, Gninsaidi, Kedwir, Randaine","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Dugs reach adulthood in their early teens and live an average of 75 years. Their violent nature often leads to violent ends.

Alignment. Dugs' angry nature causes them to tend toward the dark side, though there are exceptions.

Size. Dugs typically stand between 3 and 4 feet tall. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Courageous. You have advantage on saving throws against being frightened.

Fisticuffs. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Fury of the Small. When you damage a creature with an attack or a power and the creature's size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Menacing. You have proficiency in the Intimidation skill.

Strong and Small. You have a climbing speed of 25 feet.

Powerful Build. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Dug.

"},"skinColorOptions":{"value":"Brown, purple, gray, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Arms used as legs and legs used as arms"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Malastare"},"slanguage":{"value":"Dug"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dug","mode":"=","targetSpecific":false,"id":1,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dug","mode":"+","targetSpecific":false,"id":9,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Dug.webp"} {"_id":"u8yRVqWG6Wj3jK9C","name":"Colicoid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Colicoids are tall insectoids that held multiple appendages. Their bodies are chitinous and include a powerful stinging tail. A colicoid's physiology allows them to curl up into a protective ball and unfurl suddenly which allow them to catch their prey unaware. This rolling method of locomotion is second nature to the colicoids. Their insectoid minds provide them a natural defense against mind tricks.

\n

Some members are colicoid queens that are different as they are more than twice the size of even the largest warrior breeds. This makes them extremely dangerous and are the only colicoids that possess a unique poisonous stinger. This combined with their strength and size makes them deadly combatants, especially when within their nests. However, a queen tends to only fight when her young are being threatened.

\n

Society and Culture

\n

Though highly intelligent, colicoids are emotionless and cannibalistic in nature. Their ruthless cunning serves them well on the battlefield as it does on the negotiating table. It is known that long ago that they transferred these ruthless characteristics to their commerce activities. As a result, they are known to be brutally efficient in their business practices. They are noted for being vicious and calculating creatures that are driven by greed whilst showing little regard for others. The colicoids have numerous successful commercial ventures and hold strict business protocols.

\n

Names

\n

Colicoid names are typically very short and gender neutral, with surnames being based on the queen from which they spawned.

\n

  First Names. Gal, Het, Kaf, Lyp, Nok, Yin

\n

  Surnames. Bek, Dor, Set, Tel, Wim, Zal

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength or Constitution score increases by 1.

Age. Colicoids reach adulthood by 8 and live to be about 65.

Alignment. Colicoid's emotionless nature causes them to tend towards balanced alignments, though there are exceptions.

Size. Colicoids typically stand 6 to 6 and a half feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 25 feet.

Acute Senses. You have proficiency in the Perception skill.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Closed Mind. Colicoid brains have an unusual composition which gives them a natural defense against the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Defensive Ball. You are able to curl into a rolling ball for extra protection. When you take the Dash action while you aren't wielding a shield, you gain a bonus to AC equal to half your proficiency bonus (rounded up) until the start of your next turn.

Natural Armor. Due to your carapace and the shape of your body, you are ill-suited to wearing armor. Your carapace provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Colicoid. The Colicoid language uses sounds produced by the antennae and jointed legs of the colicoids, including humming sounds and clicks, which makes it difficult for other species to speak.

"},"skinColorOptions":{"value":"Brown, green, or purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange, purple, red, or yellow"},"distinctions":{"value":"Carnivorous insectoids, four legs, defensive \"ball mode\""},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Colla IV"},"slanguage":{"value":"Colicoid"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Colicoid","mode":"=","targetSpecific":false,"id":1,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":4,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.attributes.ac.min","value":"17","mode":"=","targetSpecific":false,"id":6,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"colicoid","mode":"+","targetSpecific":false,"id":8,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Colicoid.webp"} -{"_id":"vYg93tmP0LEeLwHZ","name":"Iotran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Iotrans have smooth skin that is either dark brown, green, or black in color. They possess a broad, flat nose, no discernible ears, hands with four digits, and two-toed feet. They have distinctive spots on their bald heads, knobby protrusions at their temples, and short, stubby spikes protecting their shoulders, elbows, and hands.

Society and Culture

Iotrans firmly believe in a strong, stable culture and insist this vision can only be achived via a strong military tradition. Even before their planet was unified, their nations possessed strong militaries; after their unification 700 years before the Galactic Civil War, these militaries were merged into the Iotran Police Force (IPF), which enforces law and provides emergency services on Iotra and throughout the Iotran Expanse. The eight top-ranking leaders of the IPF form the Joint Council, which acts as a parliament for Iotra.

From an early age, Iotrans are trained for military service, and, in their fourteenth season (approximately 18 standard years of age), they are inducted into the IPF for approximately six standard years. At any given time, nearly half of the population is part of the IPF in one form or another. Especially talented enlistees in the IPF often become Iotran Bracemen, which tracks down fugitives outside of the Iotran Expanse, often without regard for local laws or for what other species understand as \"jurisdiction.\" This singled-minded pursuit often results in avoidable diplomatic conflicts.

Names

Iotrans receive a disyllabic given name and a monosyllabic family surname.

  Male Names. Chandrax, Mirip, Ricklon, Rodick

  Female Names. Dintan, Nixob, Syndie, Whenlin

  Surnames. Grenn, Pag, Tag, Tost

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

\n

Age. Iotrans reach adulthood in their late teens and live to be 85 years or older.

\n

Alignment. Iotrans belong to a highly regimented, militaristic society that does not stress individualism. Accordingly, Iotrans tend toward the lawful balanced alignment, though there are exceptions.

\n

Size. Iotrans typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Advanced Military Training. You gain the Martial Adept feat at Level 1. You also gain proficiency in all armor, blasters, and vibroweapons, regardless of your class.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Hunter. You are proficient in Survival and Stealth.

\n

Spikes. The sharp spikes protruding from your elbows, hands, and shoulders are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

\n

Languages. You can speak, read, and write Tranese and Galactic Basic.

"},"skinColorOptions":{"value":"Dark brown, green, or black"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Gray"},"distinctions":{"value":"Very strong; spikes protruding out of elbows, hands, and shoulders; militaristic"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(1d4) lb."},"homeworld":{"value":"Iotra"},"slanguage":{"value":"Tranese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Iotran","mode":"=","targetSpecific":false,"id":1,"itemId":"vYg93tmP0LEeLwHZ","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"vYg93tmP0LEeLwHZ","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"vYg93tmP0LEeLwHZ","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"vYg93tmP0LEeLwHZ","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"vYg93tmP0LEeLwHZ","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.armorProf.custom","value":"all armor","mode":"+","targetSpecific":false,"id":6,"itemId":"vYg93tmP0LEeLwHZ","active":false,"_targets":[],"label":"Traits Armor Prof Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":7,"itemId":"vYg93tmP0LEeLwHZ","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":8,"itemId":"vYg93tmP0LEeLwHZ","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"vYg93tmP0LEeLwHZ","active":false,"_targets":[]},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"vYg93tmP0LEeLwHZ","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Iotran.webp"} {"_id":"vcONUajhg6OJXHkK","name":"Jawa","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Jawas are easily identifiable by their traditional brown hooded robes, though it is not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese. Underneath their robes, jawas appear to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes.

Society and Culture

Jawas are a communal, compulsive scavenger species who spend most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement. Most non-jawas regard the jawas as scavengers and thieves, a description that most jawas actually find pleasing.

The jawa's unofficial motto is not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. This is evidenced in their endless search for wares with which to trade with almost any being jawas encounter. They have an instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Names

Jawa names are quickly spoken, complex, and often misunderstood. Jawas who spend the majority of their time around other species respond well to nicknames. Male and female names do not significantly deviate. Surnames are clan based.

  Male Names. Bilvu, Mnak, Penk, Plin, Vih

  Female Names. Bahimos, Kola, Levu, Rhovi, Uvet

  Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

\n

Age. Jawas are considered adults when they make their first sale and live less than a century.

\n

Alignment. Jawas tendency to steal and swindle causes them to tend towards the dark side, though there are exceptions.

\n

Size. Jawas stand around 3 to 4 feet tall and weigh about 40 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Tech Dabbler. You know the ion blast at-will tech power. When you reach 3rd level, you can cast the repair droid tech power once per day. When you reach 5th level, you can also cast the hold droid tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Thieves. You have proficiency in Sleight of Hand.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical fire. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Jawaese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Jawaese blends quickly spoken, semi-meaningless syllables with scents to be understood.

"},"skinColorOptions":{"value":"Black"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Diminutive stature, mechanical aptitude, thieving nature"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Jawaese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Jawa","mode":"=","targetSpecific":false,"id":1,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Skills Sleight of Hand"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"jawaese","mode":"+","targetSpecific":false,"id":9,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Jawa.webp"} {"_id":"w0cdUATy9TZBzZPP","name":"Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Humans are an intelligent species that originated on Coruscant but can be found on many other planets across the galaxy, including Naboo, Tatooine, and Alderaan. They come in two sexes, male and female, and give birth to live young. They are bipedal beings with a bilateral symmetry, having a front and a back end, as well as an upside and downside. Their bodies are comprised of a torso with a head and four limbs attached to it. The upper limbs, or arms, end in hands which have five fingers each; the lower ones, called legs, end in feet. The human fingers have multiple points of articulation, and one of them is an opposable thumb that allows for fine manipulation. Finally, they have one head perched atop their torso. Many other species, including twi'leks, mon calamari, or zabraks, are referred to as \"humanoids\" because of their structural resemblance to humans.

Society and Culture

Humans can occupy a variety of employs, from politicians to bounty hunters, swoop racers, smugglers, or even a farmer. There exist many planetary groups of humans with their own cultures, such as the Alderaanians or the Pamarthens. Humans are the most populous species in the Galaxy.

Names

Humans are the most populous species in the Galaxy, and thus their names vary drastically based on the planet or culture with whom they reside.

  Male Names. Koth, Liorz, Satapak, Tin, Vuc

  Female Names. Dhetia, Jhilk, Risha, Thinnih, Tonu

  Surnames. Jauli, Kudi, Melmi, Windu, Wobec

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1. Alternatively, four ability scores of of your choice each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Defiant. Humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

Proficiency. You gain proficiency in one skill, one tool, and one weapon of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: trandoshan curses, twi'lek musical expressions, chiss military phrases, and so on.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, blond, orange, brown, gray to white (usually with age)"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Biped with bilateral symmetry, opposable thumbs"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Coruscant"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Human","mode":"=","targetSpecific":false,"id":1,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":4,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Human.webp"} {"_id":"wEtNtIVlifqgV0oU","name":"Kushiban","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kushibans are four-limbed lagomorphs native to the planet Kushibah. They are diminutive, unimposing, and typically weaker than most humanoids, but they are also quite difficult to track due to their natural speed and stealth.\r\n\r\nWhile Kushibans are quadrupeds, their forepaws are as manipulative as traditional hands. While Kushibans can walk on two legs, they typically run around on four feet since they can move significantly faster that way. \r\n\r\nKushibans are inherently cute and fuzzy, and more nefarious species often attempt to take them as slaves. Kushibans are social and do not take well to slavery, and they typically don't live long in solitude or captivity.

Society and Culture

Kushibans live in a simple, peacful society on the non-industrialized, lush green planet of Kushibah in the Outer Rim. Kushibans are typically kind a generous, with a playful sense of humor and a penchant for practical jokes. However, if betrayed or angered, Kushibans can be cruel or vindictive, and they have little patience for bullies, simpletons, and misanthropes.

Names

Kushiban names are a single word combining both their first and familial names.

  Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur

  Female Names. Asani, Pritsi, Sibble, Mirax","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Kushibans reach adulthood at 13 and live less than a century.

Alignment. Kushibans' playful nature causes them to tend toward chaotic light side, though there are exceptions.

Size. Kushibans typically stand 3 and a half to 4 feet tall and weigh around 40 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Nimble Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Stealthy. You are proficient in the Stealth skill.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Kushiban. Kushiban has a bubbly, joyful tone to it.

"},"skinColorOptions":{"value":"White to light gray"},"hairColorOptions":{"value":"Typically white but varies based on mood"},"eyeColorOptions":{"value":"Typically blue, brown, or green"},"distinctions":{"value":"Lagomorph, nimble, resilient"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Kushibah"},"slanguage":{"value":"Kushiban"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kushiban","mode":"=","targetSpecific":false,"id":1,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kushiban","mode":"+","targetSpecific":false,"id":9,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kushiban.webp"} @@ -132,7 +100,5 @@ {"_id":"xee82EWG0lXG1Xoj","name":"Half-Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The appearance and biological features of half-humans vary drastically by each species, but tend to fall somewhere in the middle. A common side-effect of a species interbreeding with humans is the loss of darkvision and tails.

\n

Society and Culture

\n

Half-humans are subjects of two separate cultures, but belong in neither. A half-human might be raised amongst humans or their other half, or might be fully ostracized, instead growing up in a remote, isolated place, removed from both species.

\n\n\n\n\n\n\n
\n

Traits

\nHalf-humans gain the Defiant special trait from their human half. They also gain the special traits from their non-human half, except for those trait(s) mentioned in the Half-Human table above.
\n

Names

\n

Half-human names might follow human conventions, or that of the other half. Often, they blend the two in some fashion, perhaps taking a human surname, with a special name.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Half-humans gain the ability score increases of their non-human half, but they can choose any ability score for one of the options, instead of the given option.

\n

Age. Half-humans live around the average of the two species' lifespans.

\n

Alignment. Half-humans tend towards their non-human half's alignment.

\n

Size. Half-humans stand and weigh around the average of the two species' height and weight. Regardless of your position in that range, your size is the size of your non-human half.

\n

Speed. Your base walking speed is that of your non-human half.

\n

Defiant. Half-humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Languages. You can speak, read, and write Galactic Basic, regardless of whether or not the non-human half can speak it, and the language(s) associated with your non-human half.

\n
\n

Inherited Traits

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-TiiArmored Plates
AleenaRacer's Reflexes
AqualishDarkvision
ArdennianDarkvision
BarabelDarkvision
BesaliskPowerful Build
BithDetail Oriented
BothanNaturally Stealthy
CatharFeline Agility
CereanKeen Mind
Chadra-FanSecond Heart
ChagrianDarkvision
ChevinKeen Hearing
ChissDarkvision
ClawditeUnsettling Visage
Codru-JiKeen Hearing
DashadeForce Contention
DefelHidden Step
DevaronianTwo Livered
DraethosDarkvision
DugFury of the Small
DurosDarkvision
EchaniCombative Culture
EwokMask of the Wild
FalleenClosed Mind
GamorreanSavage Attacks
GandLungless
GeonosianGeonosian Weaponry
GivinVacuum Sealed
GotalNatural Empathy
GranKeen Sight
GunganMartial Proficiency
HarchVenomous Fangs
HerglicToughness
IktotchiPrecognition
IthorianHold Breath
JawaGrovel, Cower, and Beg
KageSuperior Darkvision
KaleeshDarkvision
KaminoanGeneticist, Ultraviolet Sight
KarkarodonAggressive
Kel DorDarkvision
KillikCarapace
KlatooinianWisdom of the Elders
KubazDarkvision
KushibanGrovel, Cower, and Beg
KyuzoDarkvision
LannikForce Attunement
LasatPowerful Build
MiralukaForce Sight
MirialanSpiritual
Mon CalamariDarkvision
MustafarianDarkvision
MuunSecond Heart
NautolanDarkvision
NeimoidianDarkvision
NoghriKeen Smell
OrtolanGrovel, Cower, and Beg
QuarrenKeen Hearing
Pa'lowickHold Breath, Snout
Pau'anDarkvision
PykeMercantile, Notorious Slavers
RattatakiSurprise Attack
RishiiKeen Hearing and Sight
RodianDarkvision
SelkathVenomous Claws
ShistavanenDarkvision, Forced March
Ssi RuuKeen Smell, Sunlight Sensitivity, Tooth and Nail
SithDarkvision
SquibKeen Smell
SullustanDarkvision
TalzDarkvision
ThisspiasianPrehensile Tail
TogorianToughness
TogrutaDarkvision
ToydarianClosed Mind
TrandoshanSaving Face
TuskenAggressive
Twi'lekDarkvision
UgnaughtDarkvision
UmbaranDarkvision
VerpineHardened Carapace
VossDarkvision
VurkDarkvision
WeequayDarkvision
WookieeDarkvision
YevethaAggressive
ZabrakDarkvision
ZeltronTwo Livered
ZygerrianDarkvision
\n
\n
"},"skinColorOptions":{"value":"Varies"},"hairColorOptions":{"value":"Varies"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Varies"},"heightAverage":{"value":"Varies"},"heightRollMod":{"value":"Varies"},"weightAverage":{"value":"Varies"},"weightRollMod":{"value":"Varies"},"homeworld":{"value":"Varies"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Half-Human","mode":"=","targetSpecific":false,"id":1,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":2,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Half-Human.webp"} {"_id":"xkUc7ucP4A0eVKWz","name":"Codru-Ji","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Codru-Ji are humanoids generally near-human in their adult appearances, save for their four arms. While their hair, eye, and skin pigmentations tend towards earthen hues, brighter colorations such as blonde hair or blue eyes, though uncommon, also exist. Rarer still, some adults maintain a light coat of fur or elongated, pointed ears. These eccentric attributes result from their unusual childhood forms.

\n

Codru-Ji children are actually sapient, six-legged canid creatures that cannot speak. Codru-Ji in this stage of their lives are called Wyrwulves: they mature to their more recognizable figures after reaching puberty. At that point, a blue, rubbery substance cocoons a Wyrwulf for several weeks before it emerges as a humanoid adolescent. They do, however, retain both the natural resilience and the enhanced hearing of their previous selves.

\n

Society and Culture

\n

The Codru-Ji are proud and protective of their ancient customs, and they carefully manage their homeworld's economy to keep a degree of anonymity from the galaxy at large. They fear the tainting of their long-held practices by outside influence as well as prejudice against them for the almost barbaric level of callousness they will display towards one another in pursuit of personal gain. The kidnapping of a political rival's children or the ransoming of off-worlders back to their people are both common practices.

\n

Names

\n

Codru-Ji names are often kept to two syllables. Clan names are appended to the given name as a hyphenated affix.

\n

  Male Names. Kossok, Tirrit, Uttar, Yunnan

\n

  Female Names. Davvi, Kella, Russa, Zollu

\n

  Clan Names. -Fa, -Mu, Ro-, -Sy, Yi-

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Codru-Ji reach adulthood in their early teens and live less than a century.

Alignment. Steeped in selfish tradition, Codru-Ji tend towards the dark side, though there are exceptions.

Size. Codru-Ji stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Codru-Ji have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Natural Grappler. Whenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill.

Trance. Codru-Ji sleep lightly, standing and semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Codruese, which has a solemn and stately cadence to it.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, brown, gray, or white (usually with age)"},"eyeColorOptions":{"value":"Black, slate, gray, or brown"},"distinctions":{"value":"Four arms"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Munto Codru"},"slanguage":{"value":"Codruese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Codru-Ji","mode":"=","targetSpecific":false,"id":1,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"codruese","mode":"+","targetSpecific":false,"id":8,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Codru-Ji.webp"} {"_id":"yGlMx4Dyz7r9MSeM","name":"Miraluka","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Miraluka are a near-human species that differs from Humans in that they lack eyes, only retaining vestigial eye sockets, and perceive the environment around them through Force sight instead of regular vision. This vision is so strong that if a Miraluka looks upon a Jedi or Sith, they can \"see\" Force radiating off them. The strength of a Miraluka's connection to the Force varies by individual.

\n

Society and Culture

\n

Miraluka are a thoughtful, cautious, and deliberative species. They have little interest in personal gain or glory. For social reasons, Miraluka hide their appearance by wearing a headband, a mask, or similar concealing headwear. In addition all Miraluka are very united by species. They call themselves \"brothers\" and are considered as members of a great family. As a Force-using species, Miraluka are often quite shocked if 'shown' life not connected to the Force. Many Miraluka worship two gods, Ashla and Bogan, through the philosophy of the Greater Force. They do not believe in good or evil, but were taught to accept both life and death. Miraluka Force-sensitives are an order of their own called the Luka Sene. Academic in atmosphere and culture, the Luka Sene focus primarily on developing the sense-related powers of their members. However, unlike the Jedi, Sith and other traditions, the Luka Sene does not dictate a member's personal life.

\n

Names

\n

Miraluka names are generally two syllables. Miraluka don't use surnames, as they believe they are one family.

\n

  Male Names. Aakih, Pafil, Rikhor, Vociif, Xuwuth

\n

  Female Names. Auchaod, Favom, Mucem, Wilierth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

\n

Age. Miraluka reach adulthood in their late teens and live less than a century.

\n

Alignment. Miraluka believe in balance and thus tend toward no particular alignment. The best and worst are found among them.

\n

Size. Miraluka typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the mind trick at-will Force power. When you reach 3rd level, you can cast the sanctuary Force power once per day. When you reach 5th level, you can also cast the Force confusion power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for these powers.

\n

Force Sight. Miraluka perceive the environment around them through use of the Force. You are constantly under the effects of the force power Force sight, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Miralukese.

"},"skinColorOptions":{"value":"Pale to brown"},"hairColorOptions":{"value":"Black, brown, grey, or white"},"eyeColorOptions":{"value":"None"},"distinctions":{"value":"Lack of physical eyes, inherent Force sight"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alpheridies"},"slanguage":{"value":"Miralukese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Miraluka","mode":"=","targetSpecific":false,"id":1,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"miralukese","mode":"+","targetSpecific":false,"id":7,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Miraluka.webp"} -{"_id":"z1iDU5xQHUegonSN","name":"Tchuukthai","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Tchuukthai are hulking, quadrupedal brutes with thick leathery skin, wide-set eyes, flaring nostrils, and sharp fangs. Bristling fur covers their shoulders and backs, and armor plating protects their head, joints, and vital organs. An adult Tchuukthai stands 6 1/2 feet tall at the shoulder or 10 feet tall when standing upright on his or her hind legs. Tchuukthai who consort with other species typically don clothing.

\n

Society and Culture

\n

Tchuukthai are a reclusive species from an unidentified homeworld in the Unknown Regions, largely misunderstood as non-sentient beasts for centuries. Tchuukthai are contemplative, free thinking, secretive, and slow to anger. Some prefer to be left alone, while others seem genuinely interested in meeting new species. Depending on their general demeanor, Tchuukthai are either annoyed or amused by other species' reactions to their appearance and size. They disdain conflict but fight fiercely when sufficiently provoked. Although generally peaceful, Tchuukthai are not averse to putting on shows of ferocity to outsiders, especially if doing so will secure for them the solitude they seek. Many Tchuukthai prove to be powerful force sensitives and skilled combatants.

\n

Names

\n

Tchuukthai receive a single, non-gendered given name.

\n

  Names. Bval, Drol, Gaarx, Huun, Nrak, Thon, Tkur, Zvod

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

\n

Age. Tchuukthai reach adulthood in their early twenties and live to be older than 300 years.

\n

Alignment. Tchuukthai are peaceful, contemplative, and concerned for the well being of other species. Accordingly, they tend toward the light side, though there are exceptions.

\n

Size. Tchuukthai typically stand between 9 1/2 and 10 1/2 feet tall and weigh 350 lbs. Regardless of your position in that range, your size is Large.

\n

Speed. Your base walking speed is 35 feet.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Force Sensitive. You know the Force push/pull at-will Force power and one additional at-will Force power of your choice, regardless of your class.

\n

Hide. Tchuukthai have a very thick hide covered in hard, armored plates. When you are not wearing armor, your AC is 13+ your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates.

\n

Menacing. Although generally peaceful, Tchuukthai seem fearsome to other species. You have proficiency in the Intimidation skill.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Solitary Survivalist. You are accustomed to living on your own in harsh natural environments. You have proficiency in the Survival and Nature skills.

\n

Stable. Tchuukthai's four powerful legs grant them resistance to attempts to knock them prone. When walking on four legs and taking damage from an attack that would normally knock a target prone, you may roll a contested Dexterity check (against the assailant's Strength) with advantage. A successful check allows you to avoid being knocked prone.

\n

Tooth and Nail. Your claws and teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Worldly Wise. You have lived for centuries and have amassed a great deal of knowledge. You have proficiency in the Lore skill.

\n

Languages. You can speak, read, and write Tchuukthese and Galactic Basic. Tchuukthese is a gutteral language of harsh growls and loud grunts that non-Tchuukthai find very difficult to learn.

"},"skinColorOptions":{"value":"Greenish-gray"},"hairColorOptions":{"value":"White to gray"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Ceratopsian quadruped, armored, force sensitive"},"heightAverage":{"value":"9'8\""},"heightRollMod":{"value":"+1d12\""},"weightAverage":{"value":"300 lb."},"weightRollMod":{"value":"x(1d10) lb."},"homeworld":{"value":"Unknown"},"slanguage":{"value":"Tchuukthese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tchuukthai","mode":"=","targetSpecific":false,"id":1,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"lg","mode":"=","targetSpecific":false,"id":4,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":11,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Tchuukthese","mode":"+","targetSpecific":false,"id":13,"itemId":"z1iDU5xQHUegonSN","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Tchuukthai.webp"} {"_id":"zQNp5mXGmWMm8ubB","name":"Sullustan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

A diminutive species of near-humans, Sullustans bear round, tapered skulls. Sullustans are distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Their wide earlobes provide excellent hearing, and their large eyes provide exceptional low-light vision. Due to their relative lack of exposure to natural light, Sullustans begin to suffer from corneal defects after 30 standard years. Many choose to wear special visors to prevent further damage. Some Sullustans tattoo their heads as a form of individual expression.

\n

Society and Culture

\n

Sullustans are outgoing and mercantile, friendly and pragmatic. As a species they are altogether lacking in xenophobia. Though fond of practical jokes and extremely shrewd in their business dealings, they are eager to explore and travel the galaxy. Inquisitive by nature, some have described Sullustans as reckless, especially for their preference to learn and discover whenever possible through personal experience. Sullustans organize themselves into familial units known as Warren-clans. Each clan consists of one polyandrous female, several husbands, and their young. Unmated females, known as \"Fems,\" are active members of their communities until they reach breeding status, called \"Ready,\" when they choose their mates.

\n

Names

\n

Male names are typically longer than female names. Surnames are based on Warren-clan.

\n

  Male Names. Duedt, Oshror, Partheen, Throthinnitz
  Female Names. Asulu, Eldo, Tri, Vo, We
  Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Sullustan reach adulthood in their late teens and live less than a century.

Alignment. Sullustans' outgoing and friendly nature cause them to tend toward the light side, though there are exceptions.

Size. Sullustans typically stand 4 and a half to 5 feet tall and weigh around 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Mercantile. Whenever you make a Charisma (Persuasion) check related to conducting business, you are considered to have expertise in the Persuasion skill.

Pilot. You have proficiency in Piloting.

Languages. You can speak, read, and write Galactic Basic, Sullustese, and one more language of your choice. Sullustese is characterized as a robust language in business, and as such is commonly learned by professional merchants.

"},"skinColorOptions":{"value":"Gray, pink, or light green"},"hairColorOptions":{"value":"Brown"},"eyeColorOptions":{"value":"Black or brown"},"distinctions":{"value":"Large ears, scarns, ultra-sensitive hearing, jet-black eyes, two flaps of jowls around their cheeks"},"heightAverage":{"value":"3'11\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sullust"},"slanguage":{"value":"Sullustese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sullustan","mode":"=","targetSpecific":false,"id":1,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sullustese","mode":"+","targetSpecific":false,"id":9,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Sullustan.webp"} -{"_id":"zasSZT93LX95A4Fu","name":"Duinuogwuin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The ancient Duinuogwuin are large, long vermiform dragons with each segment of its body supporting a pair of legs and wings. The most forward segment supports the neck and head, and has arms instead of legs. Their head has a much more canine appearance, and their bodies are covered in fine, soft scales, nearly giving the appearance of skin. Coloration varies slightly among grey tones of white, silver, blue, black and purple.

\n

Society and Culture

\n

Duinuogwuin, or Star Dragons, are some of the most mysterious beings in the galaxy. Their origins are a complete mystery, and when pressed, most Dragons politely deflect such investigations. As such, very little is known about the Duinuogwuin, though it is well known that they have incredibly long life-spans, and they are often sought by the most powerful of political leaders for counsel on galaxy-influencing matters. Most Star Dragons prefer to live a life of complete isolation, and despite the absolute joy that fills every Duinuogwuin when spending time among their own kind, their conscience forces the Species to wander the galaxy alone. When two Duinuogwuin mate, the offspring is often more beast than child, and researchers speculate that everything from the Exogorth Space Slugs to Krayt Dragons to the Kadri-ra are the results of their less successful unions.

\n

Names

\n

Duinuogwuin typically go by a single, non-gendered name whose significance and origins remain unknown to outsiders.

\n

  Names. Borz’Mat’oh, Ir’cara’suhl, Flax’Supt’ai, Shalyx’har’zan

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 1, your Wisdom score increases by 1, and your Charisma score increases by 1.

Age. Duinuogwuin reach adulthood at 100 years and live for more than 2 millennia.

Alignment. Seeking lives of solitude and cosmic contemplation, these typically peaceful beings tend toward the chaotic light side, though there are exceptions.

Size. Duinuogwuin typically stand between 16 and 20 feet tall and weigh more than 1300 lbs. Regardless of your position in that range, your size is Huge.

Speed. Your base walking speed is 60 feet.

Ancient Knowledge. You have lived for centuries and are proficient in the Lore skill. If you would already be proficient, you gain expertise instead.

Bite. Duinuogwuin have massive jaws that they can use as natural weapons. If you hit with them, you deal kinetic damage equal to 2d6 + your Strength modifier.

Breath Weapon. Star dragons can breathe a 60 foot cone of fire, even in the vacuum of space, doing 6d6 fire damage. Targets making a successful Dexterity saving throw (DC 15) take half damage. You must complete a short or long rest before using this ability again.

Dragon Scales. Your body is covered in protective scales. While you are unarmored, your AC is 13 + your Dexterity modifier. Additionally, your thick skin is naturally adapted to both cold and hot climates, and you have resistance to cold, fire, and energy damage.

Flight. You have a flying speed of 60 feet, even in a vacuum. To use this speed, you cannot be carrying anything heavier than 400 lbs.

Hyperspace Travel. Over the millennia, Duinuogwuin have learned how to manipulate spacetime to achieve faster-than-light travel. You may travel through hyperspace to a point in the galaxy no more than 10 parsecs away. You can only transport yourself and your safely secured belongings, and the effort causes you to develop one level of exhaustion after you exit hyperspace. You must complete a long rest before using this ability again.

Unique Physiology. Duinuogwuin are able to draw nutrition from any environment, including the vacuum of space. Accordingly, they are immune to the effects of starvation or a vacuum.

Languages. You can speak, read, and write Duinuogwuin, which consists of a number of deep growls and hisses that most other species are completely ill-equipped to speak but can learn to understand. Most star dragons have mastered a number of languages though, including Galactic Basic.

"},"skinColorOptions":{"value":"Grayish-blue, -black, -purple, -silver, or -white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Ancient, enormous size, breath weapon"},"heightAverage":{"value":"16'0\""},"heightRollMod":{"value":"+4d12\""},"weightAverage":{"value":"1300 lb."},"weightRollMod":{"value":"x(1d10) lb."},"homeworld":{"value":"Unknown"},"slanguage":{"value":"Duinuogwuin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Duinuogwuin","mode":"=","targetSpecific":false,"id":1,"itemId":"zasSZT93LX95A4Fu","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"zasSZT93LX95A4Fu","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"zasSZT93LX95A4Fu","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"zasSZT93LX95A4Fu","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"huge","mode":"=","targetSpecific":false,"id":5,"itemId":"zasSZT93LX95A4Fu","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"60","mode":"=","targetSpecific":false,"id":6,"itemId":"zasSZT93LX95A4Fu","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"zasSZT93LX95A4Fu","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":8,"itemId":"zasSZT93LX95A4Fu","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (60 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"zasSZT93LX95A4Fu","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.custom","value":"Duinuogwuin","mode":"+","targetSpecific":false,"id":10,"itemId":"zasSZT93LX95A4Fu","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Duinuogwuin.webp"} -{"_id":"ztiuCUBI7MRhJJr8","name":"Psadan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Psadans are ponderous humanoids with large flat faces, short stocky legs, and rock-hard scales. Their backs are covered with a shell of thick armored plates, and they frequently adorn their bodies with skins and bones from creatures they have hunted.

\n

Society and Culture

\n

Psadans are nature worshipers from the planet Wayland who enjoy hunting. Their religion dictates that no part of a slaughtered creature can go to waste. Their low intelligence makes them obstinate and often eager to fight, and, accordingly, they have maintained periodic hostilities against their fellow Waylanders, the Myneyrshi, ever since the two species met.

\n

Despite being somewhat feeble-minded, Psadans have a high resistance to telepathic manipulation.

\n

Names

\n

Psadans receive a single given name.

\n

  Male Names. Ba'han, Da'yid, Looie, Rhev

\n

  Female Names. Lupee, Parla, Sinni, Yaodi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Psadans reach adulthood in their early teens and live to be older than 90 years.

Alignment. Psadans attempt to live in harmony with nature but at odds with other species. Accordingly, they tend toward chaotic balanced alignments, though there are exceptions.

Size. Psadans typically stand about 5 1/2 feet tall and weigh 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Armored Scales. Psadans have thick, strong plates on their backs. When you are not wearing armor, your AC is 12+ your Dexterity modifier.

Defiant. Psadans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Hunter. You have proficiency in the Stealth and Survival skills.

Nature Worship. Psadans revere nature as a deity. You gain proficiency in the Nature skill and the bioanalysis kit.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Primitive Weaponry. Psadans are highly skilled with crude weaponry. You have proficiency with simple melee and ranged weapons such as arrows, knives, and spears.

Simple Minded. Psadans often demonstrate low intelligence, and this condition makes them difficult to control mentally. You have resistance to psychic damage, and you have advantage on all Intelligence saving throws against psychic or Force mind control powers.

Languages. You can speak Psadan and Myneyrsh. Psadan lacks a system of writing. Spoken Psadan sounds like a series of grunts, throaty groans, and deep vocalizations to outsiders.

"},"skinColorOptions":{"value":"Green"},"hairColorOptions":{"value":"Blond, brown"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Armor-like plates, flat faces, stocky legs"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+1d8\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(1d8) lb."},"homeworld":{"value":"Wayland"},"slanguage":{"value":"Psadan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PBXC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Psadan","mode":"=","targetSpecific":false,"id":1,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple melee weapons","mode":"+","targetSpecific":false,"id":10,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple ranged weapons","mode":"+","targetSpecific":false,"id":11,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.dr.value","value":"psychic","mode":"+","targetSpecific":false,"id":12,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.custom","value":"Psadan","mode":"+","targetSpecific":false,"id":13,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.languages.custom","value":"Myneyrsh","mode":"+","targetSpecific":false,"id":14,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"bioa","mode":"+","targetSpecific":false,"id":15,"itemId":"ztiuCUBI7MRhJJr8","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Psadan.webp"} +{"_id":"BvV56gDIilVwLcFE","name":"Aing-Tii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Force-sensitivity, unique technology, six green tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Aing-Tii homeworld in the Kathol Rift"},"slanguage":{"value":"Non-verbal communication via taste, smell, and touch"},"description":{"value":"

BIOLOGY AND APPEARANCE

\n

The aing-tii are a species of sentient, toothless mammals who stand on two clawed feet with two spindly arms, each with three large digits. Their bodies are covered in jointed white, bony plates covered in unique painted motifs. The aing-tii head is small and juts out perpendicularly from their chest, featuring two large eyes and six long, thin, green tongues extending from their mouths. They have a long, prehensile tail. The species is incapable of producing sound and conveys information via tasting, smelling and touching each other with their tongues.

\n

SOCIETY AND CULTURE

\n

The aing-tii are native to a planet whose location in the Kathol Rift is a closely guarded secret. Although in a dangerous area of space, the majority of Aing-Tii never leave their homeworld nor have any contact with the outside world. Those who do—commonly called aing-tii warrior monks—are often xenophobic and reclusive. The monks spend their entire lives performing errands for their gods, in the hope that they will receive \"an answer\" from them. The aing-tii hate slavery, and often attack slavers who roam the Kathol Outback.

\n

While the aing-tii are Force-sensitive, they avoid wielding the Force, which they see as sacred. The aing-tii believe that everything is somehow guided by the Force. They do not believe in the light or dark sides of the Force. Instead, they hold that there are many different aspects to the Force.

\n

NAMES

\n

Aing-tii names are, in reality, non-verbal and only truly understandable via taste, smell, and touch. The few aing-tii who have been known to the outside world have used translators to convey an auditory identifier.

\n

  Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro

\n

  Female Names. Kulan'Pa, Laman'So, Te'Nuriel

"},"chat":"","unidentified":"","traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Aing-tii reach adulthood in their late teens and live more than a century.

\n

Alignment. Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions.

\n

Size. Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Armored Plates. You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.

\n

Closed Mind. Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

\n

Force-Sensitive. You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally.

"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"Ability Score Increase":{"value":"Ability Score Increase"},"Your Wisdom score increases by 2, and your Constitution score increases by 1":{"":{"value":"Your Wisdom score increases by 2, and your Constitution score increases by 1."}},"Age":{"value":"Age"},"Aing-tii reach adulthood in their late teens and live more than a century":{"":{"value":"Aing-tii reach adulthood in their late teens and live more than a century."}},"Alignment":{"value":"Alignment"},"Aing-tii's foreign nature causes them to be hard to understand":{" Most aing-tii tend toward neutral light side, though there are exceptions":{"":{"value":"Aing-tii's foreign nature causes them to be hard to understand. 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(red)","img":"systems/sw5e/packs/Icons/Sabacc/8oT-red.webp","resultId":"","weight":1,"range":[62,62],"drawn":false},{"_id":"xtDFi3uvbHKa0ZWA","flags":{},"type":0,"text":"9 of Triangles (red)","img":"systems/sw5e/packs/Icons/Sabacc/9oT-red.webp","resultId":"","weight":1,"range":[63,63],"drawn":false},{"_id":"6GqdvvtzJHxf2Oj5","flags":{},"type":0,"text":"10 of Triangles (red)","img":"systems/sw5e/packs/Icons/Sabacc/9oT-red.webp","resultId":"","weight":1,"range":[64,64],"drawn":false}],"formula":"1d62","replacement":false,"displayRoll":false} diff --git a/packs/packs/tradegoods.db b/packs/packs/tradegoods.db new file mode 100644 index 00000000..c7c6f731 --- /dev/null +++ b/packs/packs/tradegoods.db @@ -0,0 +1,23 @@ +{"name":"Pepper","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Peppercorns are the tiny fruit, or drupe, of the pepper plant, a flowering vine also known as the piper nigrum. Highly prized by chefs for its versaility and can be utilized in a pinch by adventurers when ground down for distractions and shenanigans. 

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/spices.jpg","_id":"8SQ7vyE6gevpfJvn"} +{"name":"Silver","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Silver has long been appreciated for its unreactive nature and ease with which it can be shaped into the finest of decorations, adornments, and of course used as coin.

\n

Silver is rarely found in its native form in nuggets. Normally it is found mixed with other substances like sulfur or chlorine, in ores, or as an alloy with the likes of gold. Surface silver can be found, but is much more commonly mined underground. Silver mining is lucrative and can inspire silver-rushes.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bar-silver.jpg","_id":"9t5X9HG9ou6YMSdJ"} +{"_id":"CrcfT5jwcJTPTsfQ","name":"Flour","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Grain that has been ground by a miller in the next step along the food chain.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bowl-broth.jpg"} +{"name":"Platinum","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Far rarer than gold, platinum may either be treated as the pinnacle of wealth, or the vestige of a bygone age that may be met with distrust or envy.

\n

Unlike gold, platinum is almost exclusively mined underground.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":500,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/ore-silver.jpg","_id":"Eyl9QYZcM9CYIqbA"} +{"name":"Linen","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A square yard of linen of average quality and weight. Used for all many of items and clothing.

\n

Longer lasting than cotton, its durability and breathability make it particularly valued in warm climtes.

\n

Different types of linen do exist, with lighter weaves starting at 6 ounces per square yard, and the rest going up to 15 ounces.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":0.6,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","_id":"Gh1JxTlM9aRGNrUH"} +{"name":"Gold","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Gold is the king of currency for many civilizations. Usually more common than the likes of platinum, but nowhere near as common as other metals like iron, it occupies a sweet spot in rarity and unreactiveness.

\n

Unlike silver, gold can be found more easily on the surface. Both surface and underground mining can be extremely profitable. Gold rushes can and have been a source a great happiness and huge tragedy.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bar-gold.jpg","_id":"HHh7Ihuk8ToxJzQX"} +{"name":"Saffron","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Likely to be one of the most highly prized ingredients in the world, saffron is so expensive because it is so labor-intensive to produce. Made from the Crocus sativus, or more commonly the \"saffron crocus\", it takes 80,000 crocus flowers to produce 1 pound of saffron. By weight, it is worth more than gold. Treasured by the most discerning of cooks and apothecaries for its flavoring and purported health benefits.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/spices.jpg","_id":"Mrmkw4uaWX6UKpbn"} +{"name":"Sheep","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A useful creature for small-area farmers and highland dwellers, though not quite as nimble as goats, they have the valuable ability to be sheared every year, giving people a source of clothing, rugs, and throws for beds and chairs. Their larger size also means they are more valuable for slaughter.

\n

Depending on the breed, adult sheep can range from 100 pounds all the way up to 350 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":225,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-hoof.jpg","_id":"P29EeDJQrJJXOIuK"} +{"name":"Cinnamon","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Taken from the inner bark of the cinnamon tree, a popular if slightly rarer spice, amongst chefs of the world. Adored by children when combined with sugar to make many kinds of treats.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/spices.jpg","_id":"Pn04ySJYcG06Jc4a"} +{"name":"Iron","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Often the workhorse of the metalworker, iron is appreciated for its relative abundence and ease of attainment. Surface iron can be found from fallen meteors and xenoliths, but is much more commonly mined underground. However, care must be given otherwise rust will take its toll.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bar-silver.jpg","_id":"V3uxNwciT4Ln7S4k"} +{"name":"Ginger","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A spice that comes from the fresh or dried root of the ginger plant Zingiber officinale. It belongs to the same family as tumeric and cardamom.

\n

Valued by chefs and sweet-makers, loved by children and those with spicier tastes.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/plant-root.jpg","_id":"VcHmykfFBurKzCO6"} +{"name":"Cow","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A creature for large-area farmers, cows require large areas of flat grazing meaning they are not as common as other livestock. However, they live longer, and give far more milk. They are also a source for much more durable leather that is less prone to cracking and is resistant to heat and dirt.

\n

Depending in the gender and breed, adult cows can weigh between 1,000 and 1,800 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1400,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-ribs.jpg","_id":"W6pJovmnVyjbk0fA"} +{"name":"Ox","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Essentially a specially trained beef or dairy steer that has reached the age of 5. These heavy-duty beasts of burden can pull or carry up to and over their own body weight. Used for a multitude of tasks like hauling wagons, threshing grain, powering machines that irrigate or grind grain, and even been ridden, oxen are highly prized creatures for workers in a range of fields.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":2250,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-tusk.jpg","_id":"WCbKUQcahzQQX0pL"} +{"_id":"WdPAGBRUWYaS0TNQ","name":"Wheat","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A common ingredient for bread, beer, and more; this staple often forms the base of a diet for people where their land is open and relatively flat, the weather temperate, and the area safe enough for farmers to operate.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/grain.jpg"} +{"name":"Pig","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A creature for medium- or larger area farmers, pigs breed relatively quickly and are sturdy creatures that provide all manner of cooking possibilities for the enterprizing cook, foremost of which is of course bacon. Their skin can also be used as a cheaper leather, but it is less tear-resistant compared to lamb or goat. Pigs are also the source of lard.

\n

Most pigs weigh between 250 and 270 pounds at slaughter as it gives optimal retail cuts and medium fat covering.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":260,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/meat.jpg","_id":"YJ2pBio6uEg5vhgN"} +{"name":"Cotton","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A square yard of cotton of average quality and weight. Used for all many of items and clothing.

\n

Far lighter, more comfortable, and easier to work with than canvas; however, the comparatively more delicate crop means it is accordingly more expensive and potentially harder to come by.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cloth-green.jpg","_id":"ZcAgZHJ1hhqbedLF"} +{"name":"Copper","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Coveted by advanced shipwrights, alchemists, certain jewelers, and chefs alike, copper is commonly surface mined but underground mining exists when surface sources have been depleted or unable to be located.

\n

Although it can be used for armor, it is far better mixed with tin to make the much more superior bronze alloy for military needs.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bar-bronze.jpg","_id":"aXWzDW0huOa0WuIO"} +{"_id":"eDVTXE3qv28DwvPl","name":"Salt","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Prized by chefs and quartermasters alike as a seasoning and preservative for supplies where alcohol or vinegar are undesired.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/soup.jpg"} +{"name":"Silk","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A square yard of silk of average quality and weight. Used for all many of items and clothing.

\n

The finest and most desirable of the common fabrics, silk is also the lightest. Most silks will weigh between 2 and 4 ounces per square yard. The heavier the silk, the higher the quality, more durable, and more opaque in color it is.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":0.2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg","_id":"jad5oFMDv21mPvJP"} +{"_id":"l1YRv9sdhQPaSQop","name":"Chicken","permission":{"default":0},"type":"loot","data":{"description":{"value":"

The source of omelettes and chicken wings, the average adult chicken weighs between 5 and 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":8,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-beak.jpg"} +{"name":"Canvas","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A square yard of canvas of average quality and weight. Used for all many of items and clothing.

\n

Graded from 1 to 12, the lower the number, the better the quality and the heavier the weight. #1 quality canvas weighs around 1.7 pounds per square yard, while the weaker, lighter #12 can weigh only 0.7 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1.2,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cloth-red.jpg","_id":"mFJkwdzb9IpLC3Ip"} +{"name":"Goat","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A useful creature for small-area farmers and highland dwellers, goats are effective at keeping meadows from overgrowing while providing milk, cheese, and eventually skins and meat.

\n

Depending on the breed, adult goats can range from 45 pounds all the way up to 300 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":175,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-hoof.jpg","_id":"pMj0mA1wyEhoO6zP"} +{"name":"Cloves","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A strong spice treasured by both chefs and distillers, working well to flavor meat and stews, rich sauces, warm beverages like cider and chai tea, bread, cheeses, and sweet desserts like pies and fruitcakes. 

\n

Cloves are the rich, dried, unopened buds of the Syzygium aromaticum, an evergreen tree in the myrtle family.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/seeds.jpg","_id":"u753EokyA4vjksle"} diff --git a/packs/packs/weapons.db b/packs/packs/weapons.db index 1771f039..549fc240 100644 --- a/packs/packs/weapons.db +++ b/packs/packs/weapons.db @@ -1,3 +1,4 @@ +<<<<<<< Updated upstream {"_id":"1SBIOPVaJBJOzMX3","name":"Bowcaster","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

Burst 4, Strength 11

","chat":"","unidentified":""},"source":"","quantity":1,"weight":16,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":50,"long":200,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + 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{"_id":"5ITBFp9TFfWegA8a","name":"Doubleshoto","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":4,"price":1250,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + 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----------------------------------------- */ + /* ----------------------------------------- */ + /* Sheet Header */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Sheet Navigation */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Sheet Body */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* List Filters */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Trait Lists */ + /* ----------------------------------------- */ +} +.sw5e.sheet .window-content { + overflow-y: hidden; + padding: 5px; + background: url("ui/parchment.webp") repeat; + font-size: 13px; + color: #191813; +} +.sw5e.sheet .window-content form { + height: 100%; + overflow: hidden; +} +.sw5e.sheet .window-content .tab { + height: 100%; + overflow-y: auto; + align-content: flex-start; +} 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.sheet-header img.profile { + flex: 0 0 100px; + max-width: 100px; + height: 100px; + object-fit: cover; + border: none; + border-right: 2px groove #eeede0; +} +.sw5e.sheet .sheet-header .summary { + flex: 0 0 100%; + height: 40px; + margin: 0; + padding: 0; + list-style: none; + border-top: 2px groove #eeede0; + border-bottom: none; +} +.sw5e.sheet .sheet-header .summary li { + width: 33.33%; + float: left; + height: 34px; + margin: 2px 0; + padding: 0 3px; + border-right: 2px groove #eeede0; + line-height: 34px; + color: #4b4a44; +} +.sw5e.sheet .sheet-header .summary li:last-child { + border-right: none; +} +.sw5e.sheet .sheet-navigation { + flex: 0 0 30px; + margin-bottom: 5px; + font-family: "Russo One"; + font-size: 12px; +} +.sw5e.sheet .sheet-navigation .item { + height: 30px; + line-height: 32px; + margin: 0 24px; + border-bottom: 3px solid #b5b3a4; +} +.sw5e.sheet .sheet-navigation .item.active { + border-bottom: 3px solid #44191A; +} +.sw5e.sheet .sheet-body { + flex: 1; + overflow: hidden; + font-family: "Open Sans"; +} +.sw5e.sheet .sheet-body h1 { + font-family: "Russo One"; + font-size: 22px; + text-transform: uppercase; + color: #c40f0f; + border: 0px; +} +.sw5e.sheet .sheet-body h2 { + font-family: "Russo One"; + font-size: 18px; + text-transform: uppercase; + color: #c40f0f; +} +.sw5e.sheet .sheet-body th { + font-family: "Russo One"; + text-transform: uppercase; + color: #c40f0f; +} +.sw5e.sheet .sheet-body tr:nth-child(odd) { + background-color: #c9d6db; +} +.sw5e.sheet .sheet-body tr:nth-child(even) { + background-color: #bdc8cc; +} +.sw5e.sheet .sheet-body .smalltable table { + width: 200px; + border: 0px; + margin: 0.5em 0.5em; +} +.sw5e.sheet .sheet-body .smalltable td:nth-child(odd) { + width: 50px; + margin: 0.5em 0.5em; +} +.sw5e.sheet .sheet-body .smalltable td:nth-child(even) { + width: 150px; + margin: 0.5em 0.5em; + padding: 0px 10px 0px 10px; +} +.sw5e.sheet .sheet-body .smalltable thead { + border-bottom: 0px; +} +.sw5e.sheet .sheet-body .smalltable th { + color: #000000; + text-shadow: none; + border-bottom: 0px; + background-color: #bdc8cc; + text-transform: none; + font-weight: bold; + font-family: 'Open Sans'; +} +.sw5e.sheet .sheet-body .medtable table { + width: 500px; + border: 0px; + margin: 0.5em 0.5em; +} +.sw5e.sheet .sheet-body .medtable td:nth-child(odd) { + width: 50px; + margin: 0.5em 0.5em; +} +.sw5e.sheet .sheet-body .medtable td:nth-child(even) { + width: 450px; + margin: 0.5em 0.5em; + padding: 0px 10px 0px 10px; +} +.sw5e.sheet .sheet-body .medtable thead { + border-bottom: 0px; +} +.sw5e.sheet .sheet-body .medtable th { + color: #000000; + text-shadow: none; + border-bottom: 0px; + background-color: #bdc8cc; + text-transform: none; + font-weight: bold; + font-family: 'Open Sans'; +} +.sw5e.sheet .sheet-body .classtable blockquote { + border-left: 0px; + border-right: 0px; +} +.sw5e.sheet .sheet-body .classtable table { + width: 100%; + border-collapse: collapse; + background: rgba(0, 0, 0, 0.05); + border-left: 0px; + border-right: 0px; + border-top: 0; + border-bottom: 0; + margin: 0.5em 0; + font-style: normal; + font-weight: normal; + text-shadow: none; +} +.sw5e.sheet .sheet-body .classtable thead { + color: #000000; + text-shadow: none; + border-bottom: 0px; + background-color: #bdc8cc; + text-transform: none; + font-style: normal; + font-weight: normal; + font-family: 'Open Sans'; +} +.sw5e.sheet .sheet-body .classtable th { + color: #000000; + text-shadow: none; + border-bottom: 0px; + background-color: #bdc8cc; + text-transform: none; + font-style: normal; + font-weight: normal; + font-family: 'Open Sans'; +} +.sw5e.sheet .filter-list { + list-style: none; + margin: 0; + padding: 0; + line-height: 16px; +} +.sw5e.sheet .filter-list .filter-title { + flex: 3; +} +.sw5e.sheet .filter-list .filter-item { + text-align: center; + font-size: 12px; + margin: 0 6px; + border-bottom: 3px solid #b5b3a4; + white-space: nowrap; +} +.sw5e.sheet .filter-list .filter-item:hover { + text-shadow: 0 0 4px red; + border-bottom: 3px solid #7a7971; +} +.sw5e.sheet .filter-list .filter-item.active { + border-bottom: 3px solid #44191A; +} +.sw5e.sheet .trait-selector { + flex: 0 0 16px; + padding: 2px 0; + color: #999; + font-size: 10px; +} +.sw5e.sheet .traits-list { + line-height: 20px; + list-style: none; + margin: 0; + padding: 0; + text-align: right; +} +/* ----------------------------------------- */ +/* Trait Selector +/* ----------------------------------------- */ +#trait-selector .trait-list { + list-style: none; + margin: 0; + padding: 0; +} +#trait-selector input[type="text"] { + height: 24px; + margin: 2px; +} +.sw5e.sheet.actor { + /* ----------------------------------------- */ + /* Sheet Header */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* General Styles */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Attributes */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Ability Scores */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Skills */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Statuses */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Traits */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Inventory Lists */ + /* ----------------------------------------- */ + /* Inventory List Filters */ + /* ----------------------------------------- */ + /* Powerbook */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* TinyMCE */ + /* ----------------------------------------- */ +} +.sw5e.sheet.actor .sheet-header .charlevel { + flex: 0 0 160px; + height: 60px; + margin: 0; + padding: 5px; + text-align: right; +} +.sw5e.sheet.actor .sheet-header .charlevel .level { + width: 100%; + height: 30px; + font-size: 18px; + line-height: 30px; +} +.sw5e.sheet.actor .sheet-header .charlevel .level label { + display: inline; + font-size: 18px; + text-align: right; +} +.sw5e.sheet.actor .sheet-header .charlevel .level input { + display: inline; + width: 36px; + font-size: 18px; + text-align: center; +} +.sw5e.sheet.actor .sheet-header .charlevel .level.noxp { + margin-top: 10px; +} +.sw5e.sheet.actor .sheet-header .charlevel .level.noxp > label { + font-size: 32px; +} +.sw5e.sheet.actor .sheet-header .charlevel .level.noxp > input { + font-size: 18px; + flex: 0 0 40px; + height: 44px; +} +.sw5e.sheet.actor .sheet-header .charlevel .experience { + width: 100%; + height: 20px; + padding-right: 5px; + font-size: 16px; + color: #4b4a44; +} +.sw5e.sheet.actor .attributes input.temphp { + width: 48%; +} +.sw5e.sheet.actor h4.box-title { + line-height: 16px; + margin: 4px 8px 2px; + font-size: 14px; + border-bottom: 1px solid #b5b3a4; +} +.sw5e.sheet.actor ul.attributes { + list-style: none; + margin: 5px 0 0; + padding: 0; +} +.sw5e.sheet.actor ul.attributes li.attribute { + height: 70px; + margin: 0 5px; + border: 2px groove #eeede0; + border-radius: 4px; + font-family: "Russo One"; + font-size: 12px; + text-align: center; +} +.sw5e.sheet.actor ul.attributes li.attribute .attribute-name { + flex: 0 0 18px; +} +.sw5e.sheet.actor ul.attributes li.attribute .attribute-value { + height: 28px; + line-height: 28px; +} +.sw5e.sheet.actor ul.attributes li.attribute .attribute-value input { + display: inline; + max-width: 80%; + height: 28px; + margin: 0; + font-size: 14px; +} +.sw5e.sheet.actor ul.attributes li.attribute .attribute-value span.sep { + display: inline; + position: relative; + top: 2px; + font-size: 28px; + color: #7a7971; +} +.sw5e.sheet.actor ul.attributes li.attribute .attribute-value.multiple input { + max-width: 33%; +} +.sw5e.sheet.actor ul.attributes li.attribute .attribute-footer { + flex: 0 0 18px; + margin-top: -1px; + line-height: 18px; + font-family: "Signika", "Palatino Linotype", serif; + font-size: 12px; +} +.sw5e.sheet.actor .ability-scores { + flex: 0 0 100%; + list-style: none; + margin: 0; + padding: 0; + font-family: "Russo One"; + font-size: 8px; +} +.sw5e.sheet.actor .ability-scores .ability { + height: 70px; + margin: 0 5px; + text-align: center; + border: 2px groove #eeede0; + border-radius: 3px; + /* Hide modifier box on hover */ +} +.sw5e.sheet.actor .ability-scores .ability input.ability-score { + height: 30px; + width: 50px; + margin: 0 auto; + line-height: 32px; + font-size: 16px; +} +.sw5e.sheet.actor .ability-scores .ability .ability-modifiers { + height: 24px; + margin: -10px 0 0; +} +.sw5e.sheet.actor .ability-scores .ability .ability-modifiers span.ability-mod, +.sw5e.sheet.actor .ability-scores .ability .ability-modifiers span.ability-save { + flex: 0 0 24px; + height: 24px; + border-top: 2px groove #eeede0; +} +.sw5e.sheet.actor .ability-scores .ability .ability-modifiers span.ability-mod { + border-right: 2px groove #eeede0; +} +.sw5e.sheet.actor .ability-scores .ability .ability-modifiers .ability-proficiency { + line-height: 30px; +} +.sw5e.sheet.actor .ability-scores .ability .ability-modifiers span.ability-save { + border-left: 2px groove #eeede0; +} +.sw5e.sheet.actor .ability-scores .ability input.ability-score:hover + .ability-modifiers { + visibility: hidden; +} +.sw5e.sheet.actor .proficiency-toggle { + color: #b5b3a4; + font-size: 12px; +} +.sw5e.sheet.actor .proficient .proficiency-toggle { + color: #4b4a44; +} +.sw5e.sheet.actor .locked .proficiency-toggle { + color: #b5b3a4; + text-shadow: none; + cursor: default; +} +.sw5e.sheet.actor ul.skills-list { + flex: 0 0 192px; + list-style: none; + margin: 5px 5px 0; + padding: 2px 2px 0; + border: 2px groove #eeede0; + border-radius: 3px; +} +.sw5e.sheet.actor ul.skills-list li.skill { + height: 22px; + padding: 3px 0; +} +.sw5e.sheet.actor ul.skills-list li.skill h4 { + flex: 1px; + margin: 0; + font-size: 11px; + line-height: 18px; +} +.sw5e.sheet.actor ul.skills-list li.skill .skill-proficiency { + flex: 0 0 16px; + line-height: 18px; +} +.sw5e.sheet.actor ul.skills-list li.skill .skill-ability { + flex: 0 0 26px; +} +.sw5e.sheet.actor ul.skills-list li.skill .skill-mod { + flex: 0 0 20px; +} +.sw5e.sheet.actor ul.skills-list li.skill .skill-passive { + flex: 0 0 26px; + text-align: center; + color: #7a7971; +} +.sw5e.sheet.actor .counters { + flex: 0 0 100%; + border-bottom: 2px groove #eeede0; + margin-bottom: 5px; +} +.sw5e.sheet.actor .counters .counter { + padding: 0 3px; + line-height: 32px; +} +.sw5e.sheet.actor .counters .counter h4 { + flex: auto; + margin: 0; + font-family: "Russo One"; + font-size: 14px; + font-size: 10px; +} +.sw5e.sheet.actor .counters .counter .counter-value { + flex: 0 0 50px; + text-align: right; +} +.sw5e.sheet.actor .counters .counter .counter-value > * { + display: inline; +} +.sw5e.sheet.actor .counters .counter input[type="text"] { + height: 20px; + max-width: 20px; + margin: 0; + padding: 0; + text-align: center; +} +.sw5e.sheet.actor .counters .counter input[type="checkbox"] { + position: relative; + margin: 0; + top: 6px; +} +.sw5e.sheet.actor .counters .counter span.sep { + margin: 0 -2px; + font-size: 12px; +} +.sw5e.sheet.actor .traits { + margin: 0 5px; +} +.sw5e.sheet.actor .traits .form-group, +.sw5e.sheet.actor .traits .form-group-stacked { + margin: 0 0 4px 0; + justify-content: space-between; +} +.sw5e.sheet.actor .traits .configure-flags { + flex: 1; +} +.sw5e.sheet.actor .traits .actor-size { + flex: 0 0 150px; +} +.sw5e.sheet.actor .traits label { + flex: 0 0 150px; + line-height: 20px; + font-weight: bold; + margin: 0; +} +.sw5e.sheet.actor .traits input { + text-align: right; +} +.sw5e.sheet.actor .traits i.fas { + float: right; + margin-right: 3px; + text-align: right; + color: #999; +} +.sw5e.sheet.actor .traits i.fas:hover { + color: #111; + text-shadow: 0 0 10px red; +} +.sw5e.sheet.actor .traits .inactive { + color: #7a7971; +} +.sw5e.sheet.actor .tab.features, +.sw5e.sheet.actor .tab.inventory, +.sw5e.sheet.actor .tab.powerbook { + overflow-y: hidden; +} +.sw5e.sheet.actor .inventory-filters { + margin: 0 8px; + flex: 0 0 20px; +} +.sw5e.sheet.actor .inventory-filters h3, +.sw5e.sheet.actor .inventory-filters .filter-title { + font-family: "Russo One"; + font-size: 10px; + color: #4b4a44; + font-size: 12px; + margin: 0; +} +.sw5e.sheet.actor .inventory-filters.powerbook-filters { + flex: 0 0 40px; +} +.sw5e.sheet.actor .inventory-filters .currency { + list-style: none; + margin: 4px 0 8px; + padding: 0; + font-size: 12px; +} +.sw5e.sheet.actor .inventory-filters .currency label { + flex: 0; + margin-left: 8px; + text-align: right; + line-height: 20px; + color: #7a7971; +} +.sw5e.sheet.actor .inventory-filters .currency input[type="text"] { + flex: 0 0 48px; + text-align: center; + margin-left: 8px; + border-bottom: 2px groove #eeede0; +} +.sw5e.sheet.actor .inventory-list { + list-style: none; + margin: 0; + padding: 0 5px; + overflow-y: auto; +} +.sw5e.sheet.actor .inventory-list .item { + line-height: 30px; + padding: 0 2px; + border-bottom: 1px solid #c9c7b8; +} +.sw5e.sheet.actor .inventory-list .item:last-child { + border-bottom: none; +} +.sw5e.sheet.actor .inventory-list .item .item-name { + cursor: pointer; + max-height: 30px; + overflow: hidden; +} +.sw5e.sheet.actor .inventory-list .item .item-name .item-image { + flex: 0 0 30px; + background-size: 30px; + margin-right: 5px; +} +.sw5e.sheet.actor .inventory-list .item .item-name h4 { + margin: 0; + white-space: nowrap; + overflow-x: hidden; +} +.sw5e.sheet.actor .inventory-list .item .item-name.rollable .item-image:hover { + background-image: url("/icons/svg/d20-black.svg") !important; +} +.sw5e.sheet.actor .inventory-list .item .item-name.rollable:hover .item-image { + background-image: url("/icons/svg/d20-grey.svg") !important; +} +.sw5e.sheet.actor .inventory-list .item .item-name i.attuned { + color: #7a7971; +} +.sw5e.sheet.actor .inventory-list .item .item-uses input { + width: 24px; + text-align: center; +} +.sw5e.sheet.actor .inventory-list .item .item-properties { + margin-top: 3px; +} +.sw5e.sheet.actor .inventory-list .item .item-recharge { + flex: 0 0 80px; + text-align: right; + font-size: 11px; + color: #7a7971; +} +.sw5e.sheet.actor .inventory-list .inventory-header { + margin: 2px 0; + padding: 0; + background: rgba(0, 0, 0, 0.05); + border: 2px groove #eeede0; + font-weight: bold; + line-height: 24px; +} +.sw5e.sheet.actor .inventory-list .inventory-header h3 { + margin: 0 -5px 0 0; + padding-left: 5px; + font-size: 13px; + font-weight: bold; +} +.sw5e.sheet.actor .inventory-list .inventory-header .item-controls a.item-create { + flex: 0 0 100%; +} +.sw5e.sheet.actor .inventory-list .item-detail { + flex: 0 0 70px; + font-size: 12px; + color: #7a7971; + text-align: center; + border-right: 1px solid #c9c7b8; +} +.sw5e.sheet.actor .inventory-list .item-detail:last-child { + border-right: none; +} +.sw5e.sheet.actor .inventory-list .item-detail.item-action { + flex: 0 0 100px; +} +.sw5e.sheet.actor .inventory-list .item-weight { + flex: 0 0 60px; + border-left: 1px solid #c9c7b8; + border-right: 1px solid #c9c7b8; +} +.sw5e.sheet.actor .inventory-list .item-list { + list-style: none; + margin: 0; + padding: 0; +} +.sw5e.sheet.actor .inventory-list .item-controls { + flex: 0 0 44px; + display: flex; + flex-direction: row; + flex-wrap: wrap; + justify-content: flex-start; + justify-content: flex-end; +} +.sw5e.sheet.actor .inventory-list .item-controls > * { + flex: 1; +} +.sw5e.sheet.actor .inventory-list .item-controls .flex1 { + flex: 1; +} +.sw5e.sheet.actor .inventory-list .item-controls .flex2 { + flex: 2; +} +.sw5e.sheet.actor .inventory-list .item-controls .flex3 { + flex: 3; +} +.sw5e.sheet.actor .inventory-list .item-controls .flex4 { + flex: 4; +} +.sw5e.sheet.actor .inventory-list .item-controls a { + flex: 0 0 22px; + font-size: 12px; + text-align: center; + color: #7a7971; +} +.sw5e.sheet.actor .inventory-list .item-summary { + flex: 0 0 100%; + font-size: 12px; + line-height: 16px; + padding: 0.25em 0.5em; + border-top: 1px solid #c9c7b8; +} +.sw5e.sheet.actor .powercasting-ability h3, +.sw5e.sheet.actor .pact-slots h3 { + flex: none; + margin-right: 5px; +} +.sw5e.sheet.actor .powercasting-ability input, +.sw5e.sheet.actor .pact-slots input, +.sw5e.sheet.actor .powercasting-ability span, +.sw5e.sheet.actor .pact-slots span { + flex: 0 0 32px; + text-align: center; +} +.sw5e.sheet.actor .powercasting-ability select, +.sw5e.sheet.actor .pact-slots select { + margin: 0 5px; + flex: 0 0 150px; +} +.sw5e.sheet.actor .powercasting-ability h3.power-dc, +.sw5e.sheet.actor .pact-slots h3.power-dc { + flex: 1; + text-align: right; +} +.sw5e.sheet.actor .pact-slots { + align-items: center; +} +.sw5e.sheet.actor .power-slots, +.sw5e.sheet.actor .power-comps { + flex: 0 0 72px; + padding-right: 5px; + text-align: right; + font-size: 12px; + color: #7a7971; + border-right: 1px solid #c9c7b8; +} +.sw5e.sheet.actor .power-slots input, +.sw5e.sheet.actor .power-slots span.sep { + display: inline; + max-width: 20px; + text-align: center; +} +.sw5e.sheet.actor .power-uses { + padding-right: 8px; + text-align: right !important; +} +.sw5e.sheet.actor .power-school, +.sw5e.sheet.actor .power-action, +.sw5e.sheet.actor .power-target { + flex: 0 0 100px; + font-size: 12px; + color: #7a7971; + text-align: center; + border-right: 1px solid #c9c7b8; +} +.sw5e.sheet.actor .power-component { + line-height: 14px; +} +.sw5e.sheet.actor .power-component.C, +.sw5e.sheet.actor .power-component.R { + display: inline-block; + text-align: center; + padding-top: 1px; + width: 16px; + color: #c9c7b8; + background: rgba(0, 0, 0, 0.4); + border: 1px solid transparent; + border-radius: 8px; +} +.sw5e.sheet.actor .powerbook-empty .item-controls { + flex: 1; +} +.sw5e.sheet.actor .editor { + padding: 0 8px; +} +.sw5e.sheet.item { + min-height: 520px; + min-width: 700px; + /* ----------------------------------------- */ + /* Sheet Header */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Item Details Form */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Item Actions */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Item Actions */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Loot Sheet (No Tabs) */ + /* ----------------------------------------- */ +} +.sw5e.sheet.item .sheet-header img.profile { + border: 2px solid #000; +} +.sw5e.sheet.item .sheet-header .item-subtitle { + flex: 1 0 80px; + height: 60px; + margin: 0; + padding: 5px; + text-align: right; + color: #7a7971; +} +.sw5e.sheet.item .sheet-header .item-subtitle .item-type { + font-size: 16px; + line-height: 26px; + margin: 0; +} +.sw5e.sheet.item .sheet-header .item-subtitle .item-status { + font-size: 16px; + line-height: 24px; +} +.sw5e.sheet.item .sheet-navigation { + margin-bottom: 5px; +} +.sw5e.sheet.item .sheet-navigation .item { + font-size: 14px; +} +.sw5e.sheet.item .sheet-body { + overflow: hidden; + font-family: "Open Sans"; +} +.sw5e.sheet.item .sheet-body h2 { + font-family: "Russo One"; + font-size: 18px; + border-bottom: 2px solid #0d99cc; +} +.sw5e.sheet.item .sheet-body h3 { + font-family: "Russo One"; + color: #c40f0f; + text-transform: uppercase; +} +.sw5e.sheet.item .sheet-body .tab { + padding: 0 5px; + overflow: hidden auto; +} +.sw5e.sheet.item .sheet-body .item-properties { + flex: 0 0 120px; + margin: 5px 5px 5px 0; + padding-right: 5px; + border-right: 2px groove #eeede0; +} +.sw5e.sheet.item .sheet-body .item-properties .form-group { + margin: 0; +} +.sw5e.sheet.item .sheet-body .item-properties .form-group label { + line-height: 20px; +} +.sw5e.sheet.item .sheet-body .item-properties .form-group input { + text-align: right; +} +.sw5e.sheet.item .sheet-body .item-properties .properties-list { + list-style: none; + margin: 0; + padding: 0; +} +.sw5e.sheet.item .sheet-body .item-properties .properties-list li { + margin: 3px 0; + padding: 0 2px; + background: rgba(0, 0, 0, 0.05); + border: 2px groove #eeede0; + text-align: center; + font-size: 12px; + line-height: 18px; +} +.sw5e.sheet.item .details input[type="text"], +.sw5e.sheet.item .details select { + height: 24px; + border: 1px solid #7a7971; + background: rgba(0, 0, 0, 0.05); +} +.sw5e.sheet.item .details .form-group span { + text-align: center; + line-height: 24px; +} +.sw5e.sheet.item .details .form-group.input-select select { + flex: 1.8; +} +.sw5e.sheet.item .details .form-group.input-select-select select { + flex: 1.5; +} +.sw5e.sheet.item .details .form-group.uses-per input { + flex: 1; +} +.sw5e.sheet.item .details .form-group.uses-per span { + flex: 0 0 16px; +} +.sw5e.sheet.item .details .form-group.uses-per select { + flex: 3; +} +.sw5e.sheet.item .details span.sep { + flex: 0 0 8px; +} +.sw5e.sheet.item .details .prepared { + flex: 1.3 !important; + text-align: right; + padding-right: 10px; +} +.sw5e.sheet.item .details .power-materials { + flex: 0 0 100%; + margin: 0.25em 0; + justify-content: flex-end; +} +.sw5e.sheet.item .details .power-materials label { + flex: 0 0 64px; + text-align: right; + margin-right: 5px; + font-size: 12px; + line-height: 24px; +} +.sw5e.sheet.item .details .power-materials input[type="text"] { + flex: 0 0 48px; + margin-right: 10px; +} +.sw5e.sheet.item h4.damage-header { + margin: 0; + padding: 0; + font-weight: bold; + line-height: 24px; + color: #4b4a44; +} +.sw5e.sheet.item .damage-parts { + list-style: none; + margin: 0; + padding: 0; +} +.sw5e.sheet.item .damage-parts .damage-part { + flex: 0 0 100%; + padding: 0; +} +.sw5e.sheet.item .damage-parts .damage-part input { + flex: 3; +} +.sw5e.sheet.item .damage-parts .damage-part select { + margin-left: 5px; + flex: 1; +} +.sw5e.sheet.item .damage-control { + width: 18px; + flex: 0 0 18px; + line-height: 24px; + float: right; + text-align: right; + color: #7a7971; +} + +.sw5e.sheet.item h4.armorproperties-header { + margin: 0; + padding: 0; + font-weight: bold; + line-height: 24px; + color: #4b4a44; +} +.sw5e.sheet.item .armorproperties-parts { + list-style: none; + margin: 0; + padding: 0; +} +.sw5e.sheet.item .armorproperties-parts .armorproperties-part { + flex: 0 0 100%; + padding: 0; +} +.sw5e.sheet.item .armorproperties-parts .armorproperties-part input { + flex: 3; +} +.sw5e.sheet.item .armorproperties-parts .armorproperties-part select { + margin-left: 5px; + flex: 1; +} +.sw5e.sheet.item .armorproperties-control { + width: 18px; + flex: 0 0 18px; + line-height: 24px; + float: right; + text-align: right; + color: #7a7971; + +} + +.sw5e.sheet.item h4.weaponproperties-header { + margin: 0; + padding: 0; + font-weight: bold; + line-height: 24px; + color: #4b4a44; +} +.sw5e.sheet.item .weaponproperties-parts { + list-style: none; + margin: 0; + padding: 0; +} +.sw5e.sheet.item .weaponproperties-parts .weaponproperties-part { + flex: 0 0 100%; + padding: 0; +} +.sw5e.sheet.item .weaponproperties-parts .weaponproperties-part input { + flex: 3; +} +.sw5e.sheet.item .weaponproperties-parts .weaponproperties-part select { + margin-left: 5px; + flex: 1; +} +.sw5e.sheet.item .weaponproperties-control { + width: 18px; + flex: 0 0 18px; + line-height: 24px; + float: right; + text-align: right; + color: #7a7971; +} + +.sw5e.sheet.item .recharge span { + flex: 0 0 80px; +} +.sw5e.sheet.item .recharge label.checkbox { + flex: 0 0 80px; + text-align: right; +} +.sw5e.sheet.item .weapon-properties label.checkbox { + flex: 0 0 98px; +} +.sw5e.sheet.item .loot-header { + margin-bottom: 10px; +} +.sw5e.sheet.item blockquote { + box-sizing: border-box; + font-family: 'Open Sans'; + margin-bottom: 1em; + padding: 5px 10px; + background-color: #bdc8cc; + border: 0px solid #0d99cc; + border-spacing: 0em; + border-image: none; + box-shadow: 0px 0px 20px rgba(13, 153, 204, 0.5); + border-top: 0.1em solid #0d99cc; + border-bottom: 0.1em solid #0d99cc; + border-left: 0.1em solid #0d99cc; + border-right: 0.1em solid #0d99cc; + color: #000000; + font-size: 1em; +} + +.sw5e.sheet.item blockquote h3 { + font-family: 'Russo One'; + color: #000000 !important; +} +/* ----------------------------------------- */ +/* Chat Cards +/* ----------------------------------------- */ +.sw5e.chat-card { + font-style: normal; + font-size: 12px; +} +.sw5e.chat-card .card-header { + padding: 3px 0; + border-top: 2px groove #FFF; + border-bottom: 2px groove #FFF; +} +.sw5e.chat-card .card-header img { + flex: 0 0 36px; + margin-right: 5px; +} +.sw5e.chat-card .card-header h3 { + flex: 1; + margin: 0; + line-height: 36px; + font-family: "Russo One"; + font-size: 10px; + color: #4b4a44; +} +.sw5e.chat-card .card-header h3:hover { + color: #111; + text-shadow: 0 0 10px red; +} +.sw5e.chat-card .card-content { + margin: 5px 0; +} +.sw5e.chat-card .card-content h3 { + font-size: 12px; + margin: 0; + font-weight: bold; +} +.sw5e.chat-card .card-content > * { + -webkit-user-select: text; + -moz-user-select: text; + -ms-user-select: text; + user-select: text; +} +.sw5e.chat-card .card-buttons { + margin: 5px 0; +} +.sw5e.chat-card .card-buttons span { + display: block; + line-height: 28px; + text-align: center; + border: 1px solid #CCC; +} +.sw5e.chat-card .card-buttons button { + font-size: 12px; + height: 24px; + line-height: 20px; + margin: 2px 0; +} +.sw5e.chat-card .card-footer { + padding: 3px 0 0; + border-top: 2px groove #FFF; +} +.sw5e.chat-card .card-footer span { + border-right: 2px groove #FFF; + padding: 0 5px 0 0; + font-size: 10px; +} +.sw5e.chat-card .card-footer span:last-child { + border-right: none; + padding-right: 0; +} +.dice-roll .dice-total.success { + color: inherit; + background: #c7d0c0; + border: 1px solid #006c00; +} +.dice-roll .dice-total.failure { + color: inherit; + background: #ffdddd; + border: 1px solid #6e0000; +} +.dice-roll .dice-total.critical { + color: green; +} +.dice-roll .dice-total.fumble { + color: red; +} +/* ----------------------------------------- */ +/* Basic Structure */ +/* ----------------------------------------- */ +.sw5e.sheet.actor.character { + min-width: 680px; + min-height: 736px; + /* ----------------------------------------- */ + /* Sheet Header */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Sheet Body */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ + /* Inventory */ + /* ----------------------------------------- */ + /* Encumbrance Bar */ + /* ----------------------------------------- */ + /* Item Controls */ + /* ----------------------------------------- */ +} +.sw5e.sheet.actor.character .sheet-header img.profile { + flex: 0 0 180px; + max-width: 180px; + height: 180px; +} +.sw5e.sheet.actor.character .sheet-header .charlevel { + flex: 0 0 180px; + padding: 0 5px 2px; +} +.sw5e.sheet.actor.character .sheet-header .charlevel .level { + height: 28px; +} +.sw5e.sheet.actor.character .sheet-header .charlevel .experience input[type="text"] { + width: 100px; +} +.sw5e.sheet.actor.character .sheet-header .charlevel .xpbar { + width: 100%; + flex: 0 0 8px; + background: #666; + border: 1px solid #000; + border-radius: 3px; +} +.sw5e.sheet.actor.character .sheet-header .charlevel .xpbar .bar { + height: 4px; + margin: 1px; + display: block; + background: #afebff; + border: 1px solid #000; + border-radius: 2px; +} +.sw5e.sheet.actor.character .sheet-header .summary { + border-bottom: 2px groove #eeede0; +} +.sw5e.sheet.actor.character .sheet-header .attributes { + height: 80px; + margin: 0; +} +.sw5e.sheet.actor.character .sheet-header .attributes .attribute { + height: 80px; + margin: 0; + border: none; + border-right: 2px groove #eeede0; + border-radius: 0; +} +.sw5e.sheet.actor.character .sheet-header .attributes .attribute:last-child { + border-right: none; +} +.sw5e.sheet.actor.character .sheet-header .attributes .attribute .attribute-value { + margin: 5px 0 0; + height: 32px; + line-height: 32px; +} +.sw5e.sheet.actor.character .sheet-header .attributes .attribute .attribute-name { + margin-top: 6px; +} +.sw5e.sheet.actor.character .sheet-header .attributes .attribute .attribute-footer { + margin-bottom: 2px; +} +.sw5e.sheet.actor.character .sheet-header .attributes a.rest { + border: 1px solid #b5b3a4; + border-radius: 2px; + background: rgba(0, 0, 0, 0.05); + padding: 1px 3px; + margin: 0 6px; +} +.sw5e.sheet.actor.character .sheet-header .attributes .hit-dice { + font-size: 16px; +} +.sw5e.sheet.actor.character .attributes .resource .attribute-name { + margin: 0 8px; +} +.sw5e.sheet.actor.character .attributes .resource .attribute-name input[type="text"] { + height: 20px; + margin: 2px 0 -2px; + line-height: 24px; +} +.sw5e.sheet.actor.character .attributes .resource label.checkbox { + margin: 0 3px; +} +.sw5e.sheet.actor.character .attributes .resource label.checkbox input[type="checkbox"] { + transform: scale(1.2); +} +.sw5e.sheet.actor.character .attributes .initiative .attribute-footer input { + width: 32px; +} +.sw5e.sheet.actor.character ul.skills-list { + flex: 0 0 212px; +} +.sw5e.sheet.actor.character ul.skills-list li.skill { + padding: 3px; +} +.sw5e.sheet.actor.character ul.skills-list li.skill h4 { + flex: 1px; + margin: 0; + font-size: 13px; +} +.sw5e.sheet.actor.character .counters .death-saves { + flex: 2; +} +.sw5e.sheet.actor.character .counters .death-saves .counter-value { + flex: 0 0 90px; +} +.sw5e.sheet.actor.character .item-detail.player-class { + flex: 0 0 180px; + text-align: right; + padding-right: 10px; +} +.sw5e.sheet.actor.character .encumbrance { + flex: 0 0 12px; + background: #7a7971; + margin: 1px 15px 0 1px; + border: 1px solid #191813; + border-radius: 3px; + position: relative; +} +.sw5e.sheet.actor.character .encumbrance .encumbrance-bar { + position: absolute; + top: 1px; + left: 1px; + background: #6c8aa5; + height: 8px; + border: 1px solid #cde4ff; + border-radius: 2px; +} +.sw5e.sheet.actor.character .encumbrance .encumbrance-label { + height: 10px; + padding: 0 5px; + position: absolute; + top: 0; + right: 0; + font-size: 13px; + line-height: 12px; + text-align: right; + color: #EEE; + text-shadow: 0 0 5px #000; +} +.sw5e.sheet.actor.character .encumbrance .encumbrance-breakpoint { + display: block; + position: absolute; +} +.sw5e.sheet.actor.character .encumbrance .encumbrance-breakpoint.encumbrance-33 { + left: 33%; +} +.sw5e.sheet.actor.character .encumbrance .encumbrance-breakpoint.encumbrance-66 { + left: 66%; +} +.sw5e.sheet.actor.character .encumbrance .arrow-up { + bottom: 0; + width: 0; + height: 0; + border-left: 4px solid transparent; + border-right: 4px solid transparent; + border-bottom: 4px solid #666; +} +.sw5e.sheet.actor.character .encumbrance .arrow-down { + top: 0; + width: 0; + height: 0; + border-left: 4px solid transparent; + border-right: 4px solid transparent; + border-top: 4px solid #666; +} +.sw5e.sheet.actor.character .encumbrance.encumbered .arrow-up { + border-bottom: 4px solid #000; +} +.sw5e.sheet.actor.character .encumbrance.encumbered .arrow-down { + border-top: 4px solid #000; +} +.sw5e.sheet.actor.character .inventory .item-controls, +.sw5e.sheet.actor.character .powerbook .item-controls { + flex: 0 0 68px; +} +.sw5e.sheet.actor.character .inventory .item-controls .item-toggle, +.sw5e.sheet.actor.character .powerbook .item-controls .item-toggle { + color: #b5b3a4; +} +.sw5e.sheet.actor.character .inventory .item-controls .item-toggle.active, +.sw5e.sheet.actor.character .powerbook .item-controls .item-toggle.active { + color: #4b4a44; +} +.sw5e.sheet.actor.character .inventory .item-controls .item-toggle.fixed, +.sw5e.sheet.actor.character .powerbook .item-controls .item-toggle.fixed { + color: #44191A; +} +.sw5e.sheet.actor.character .inventory .item-controls .item-toggle.fixed:hover, +.sw5e.sheet.actor.character .powerbook .item-controls .item-toggle.fixed:hover { + text-shadow: none; +} +/* ----------------------------------------- */ +/* Basic Structure */ +/* ----------------------------------------- */ +.sw5e.sheet.actor.npc { + min-width: 800px; + min-height: 658px; +} +/* ----------------------------------------- */ +/* Journal Entry +/* ----------------------------------------- */ +.journal-sheet .window-content { + padding: 0; + background: url("ui/parchment.webp") repeat; +} +.journal-sheet form { + overflow: hidden; + padding: 5px; + font-family: "Open Sans"; + background: url("ui/parchment.webp") repeat; +} +.journal-sheet form h2 { + font-family: "Russo One"; + font-size: 18px; + text-transform: uppercase; + color: #c40f0f; +} + +.journal-sheet form input[name="name"] { + height: 36px; + font-family: "Russo One"; + font-size: 24px; + text-transform: uppercase; + color: #c40f0f; + line-height: 36px; +} +.journal-sheet form select { + width: 100%; + height: 30px; + margin: 5px 0; +} +.journal-sheet form .editor { + height: calc(100% - 115px); +} +.journal-sheet form button[type="submit"] { + margin-top: 5px; +} +.journal-sheet form img { + border: none +} +.journal-sheet form table { + border: none; + background-color: none; +} +/* ---------------------------------------- */ +/* Roll Table Sheet */ +/* ---------------------------------------- */ +.roll-table-config .window-content { + background: url("ui/parchment.webp") repeat; +} +.roll-table-config form { + background: url("ui/parchment.webp") repeat; +} +.roll-table-config h1.name input { + width: 100%; + height: 36px; + margin: 0 0 5px; + font-family: "Russo One"; + font-size: 24px; + text-transform: uppercase; + color: #c40f0f; +} +.roll-table-config textarea { + resize: none; + min-height: 44px; + font-family: "Open Sans"; + background: url("ui/parchment.webp") repeat; +} +.roll-table-config ol.table-results { + list-style: none; + margin: 0; + padding: 0; + max-height: 600px; + overflow-y: auto; +} +.roll-table-config ol.table-results .table-result { + padding: 2px 0; + border-top: 1px solid transparent; + border-bottom: 1px solid transparent; +} +.roll-table-config ol.table-results .table-result input[type="text"] { + width: 100%; + height: 28px; +} +.roll-table-config ol.table-results .table-result > div { + line-height: 36px; + margin-right: 5px; +} +.roll-table-config ol.table-results .table-result .result-image { + flex: 0 0 36px; + width: 36px; + height: 36px; + text-align: center; + margin: 0; +} +.roll-table-config ol.table-results .table-result .result-image img { + border: none; + object-fit: cover; + object-position: 50% 0; +} +.roll-table-config ol.table-results .table-result .result-type { + flex: 0 0 110px; +} +.roll-table-config ol.table-results .table-result .result-details { + flex: 1; +} +.roll-table-config ol.table-results .table-result .result-details select { + width: 40%; +} +.roll-table-config ol.table-results .table-result .result-details .result-target { + width: 58%; + margin-left: 3px; +} +.roll-table-config ol.table-results .table-result .result-weight { + flex: 0 0 50px; + text-align: center; +} +.roll-table-config ol.table-results .table-result .result-range { + flex: 0 0 92px; + text-align: center; +} +.roll-table-config ol.table-results .table-result .result-range input { + width: 36px; +} +.roll-table-config ol.table-results .table-result .result-controls { + flex: 0 0 40px; + margin: 0; + text-align: center; +} +.roll-table-config ol.table-results .table-result .result-controls a { + width: 20px; +} +.roll-table-config ol.table-results .table-result .result-controls .lock-result { + color: #b5b3a4; +} +.roll-table-config ol.table-results .table-result.roulette { + background: url("ui/parchment.webp") repeat; + border-top: 1px solid #000; + border-bottom: 1px solid #000; +} +.roll-table-config ol.table-results .table-result.drawn { + background: rgba(0, 0, 0, 0.15); +} +.roll-table-config ol.table-results .table-result.drawn .lock-result { + color: #111; +} +.roll-table-config ol.table-results .table-header { + background: url("ui/parchment.webp") repeat; + border: 1px solid #7a7971; + line-height: 24px; + font-weight: bold; +} +>>>>>>> Stashed changes diff --git a/sw5e.js b/sw5e.js index 8959a560..bf98bd09 100644 --- a/sw5e.js +++ b/sw5e.js @@ -54,7 +54,15 @@ Hooks.once("init", function() { Actors.registerSheet("sw5e", ActorSheet5eCharacter, { types: ["character"], makeDefault: true }); Actors.registerSheet("sw5e", ActorSheet5eNPC, { types: ["npc"], makeDefault: true }); Items.unregisterSheet("core", ItemSheet); +<<<<<<< Updated upstream Items.registerSheet("sw5e", ItemSheet5e, {makeDefault: true}); +======= + Items.registerSheet("sw5e", ItemSheet5e, { + types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background'], + makeDefault: true, + label: "SW5E.SheetClassItem" + }); +>>>>>>> Stashed changes // Preload Handlebars Templates preloadHandlebarsTemplates(); diff --git a/system.json b/system.json index 3b02c36b..5e770e40 100644 --- a/system.json +++ b/system.json @@ -20,29 +20,84 @@ "path": "./packs/packs/adventuringgear.db", "entity": "Item" }, + { + "name": "archetypes.db", + "label": "Archetypes", + "path": "./packs/packs/archetypes.db", + "entity": "Item" + }, { "name": "armor", "label": "Armor", "path": "./packs/packs/armor.db", "entity": "Item" }, + { + "name": "backgrounds.db", + "label": "Backgrounds", + "path": "./packs/packs/backgrounds.db", + "entity": "Item" + }, { +<<<<<<< Updated upstream +======= + "name": "classes", + "label": "Classes", + "path": "./packs/packs/classes.db", + "entity": "Item" + }, + { + "name": "classfeatures", + "label": "Class Features", + "path": "./packs/packs/classfeatures.db", + "entity": "Item" + }, + { +>>>>>>> Stashed changes "name": "enhanceditems", "label": "Enhanced Items", "path": "./packs/packs/enhanceditems.db", "entity": "Item" }, { +<<<<<<< Updated upstream +======= + "name": "feats", + "label": "Feats", + "path": "./packs/packs/feats.db", + "entity": "Item" + }, + { + "name": "forcepowers", + "label": "Force Powers", + "path": "./packs/packs/forcepowers.db", + "entity": "Item" + }, + { +>>>>>>> Stashed changes "name": "gamingset", "label": "Gaming Sets", "path": "./packs/packs/gamingset.db", "entity": "Item" }, { +<<<<<<< Updated upstream "name": "classes", "label": "Classes", "path": "./packs/packs/classes.db", "entity": "Item" +======= + "name": "journal", + "label": "Journal Entries", + "path": "./packs/packs/journal.db", + "entity": "JournalEntry" + }, + { + "name": "monsters", + "label": "Monsters", + "path": "./packs/packs/monsters.db", + "entity": "Actor" +>>>>>>> Stashed changes }, { "name": "species", @@ -56,10 +111,29 @@ "path": "./packs/packs/speciestraits.db", "entity": "Item" }, +<<<<<<< Updated upstream { "name": "forcepowers", "label": "Force Powers", "path": "./packs/packs/forcepowers.db", +======= + { + "name": "tables", + "label": "Tables", + "path": "./packs/packs/tables.db", + "entity": "RollTable" + }, + { + "name": "techpowers", + "label": "Tech Powers", + "path": "./packs/packs/techpowers.db", + "entity": "Item" + }, + { + "name": "weapons", + "label": "Weapons", + "path": "./packs/packs/weapons.db", +>>>>>>> Stashed changes "entity": "Item" }, { diff --git a/template.json b/template.json index ed707b06..c82ca609 100644 --- a/template.json +++ b/template.json @@ -325,8 +325,71 @@ } }, "Item": { +<<<<<<< Updated upstream "types": ["weapon", "equipment", "consumable", "tool", "loot", "class", "power", "feat", "species", "backpack"], "templates": { +======= + "types": ["weapon", "equipment", "consumable", "tool", "loot", "class", "power", "feat", "species", "backpack", "archetype", "classfeature", "background"], + "templates": { + "archetypeDescription": { + "className": "", + "description": "", + "source": "" + }, + "backgroundDescription": { + "flavorText": { + "value": "" + }, + "flavorName": { + "value": "" + }, + "flavorDescription": { + "value": "" + }, + "flavorOptions": { + "value": "" + }, + "skillProficiencies": { + "value": "" + }, + "toolProficiencies": { + "value": "" + }, + "languages": { + "value": "" + }, + "equipment": { + "value": "" + }, + "suggestedCharacteristics": { + "value": "" + }, + "featureName": { + "value": "" + }, + "featureText": { + "value": "" + }, + "featOptions": { + "value": "" + }, + "personalityTraitOptions": { + "value": "" + }, + "idealOptions": { + "value": "" + }, + "flawOptions": { + "value": "" + }, + "bondOptions": { + "value": "" + }, + "source": { + "value": "" + } + }, +>>>>>>> Stashed changes "itemDescription": { "description": { "value": "", @@ -335,6 +398,18 @@ }, "source": "" }, +<<<<<<< Updated upstream +======= + "classDescription": { + "className": "", + "description": { + "value": "" + }, + "classFeatures": { + "value": "" + } + }, +>>>>>>> Stashed changes "speciesDescription": { "data": "$characteristics-table", "description": { @@ -397,6 +472,14 @@ } } }, + "archetype": { + "templates": ["archetypeDescription"], + "className": "", + "description": "" + }, + "background": { + "templates": ["backgroundDescription"] + }, "backpack": { "templates": ["itemDescription", "physicalItem"], "capacity": { @@ -409,7 +492,8 @@ } }, "class": { - "templates": ["itemDescription"], + "templates": ["classDescription"], + "className": "", "levels": 1, "subclass": "", "hitDice": "d6", @@ -421,6 +505,13 @@ }, "powercasting": "none" }, +<<<<<<< Updated upstream +======= + "classfeature": { + "templates": ["itemDescription", "activatedEffect", "action"], + "className": "" + }, +>>>>>>> Stashed changes "consumable": { "templates": ["itemDescription", "physicalItem", "activatedEffect", "action"], "consumableType": "potion", @@ -456,7 +547,10 @@ }, "species": { "templates": ["speciesDescription"] +<<<<<<< Updated upstream +======= +>>>>>>> Stashed changes }, "tool": { "templates": ["itemDescription", "physicalItem"], diff --git a/templates/actors/npc-sheet.html b/templates/actors/npc-sheet.html index 908db3db..01a377f7 100644 --- a/templates/actors/npc-sheet.html +++ b/templates/actors/npc-sheet.html @@ -172,4 +172,4 @@ {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable}} - + \ No newline at end of file diff --git a/templates/actors/parts/actor-features.html b/templates/actors/parts/actor-features.html index 3e6c178b..1a384728 100644 --- a/templates/actors/parts/actor-features.html +++ b/templates/actors/parts/actor-features.html @@ -52,6 +52,29 @@ {{/if}} +<<<<<<< Updated upstream +======= + {{else if section.isSpecies}} +
+ +
+ + {{else if section.isArchetype}} +
+ {{item.data.name}} +
+ + {{else if section.isBackground}} +
+ +
+ + {{else if section.isClassfeatures}} +
+ {{item.data.name}} +
+ +>>>>>>> Stashed changes {{else if section.isClass}}
{{item.data.subclass}} diff --git a/templates/apps/cast-cast.html b/templates/apps/cast-cast.html new file mode 100644 index 00000000..426b65d5 --- /dev/null +++ b/templates/apps/cast-cast.html @@ -0,0 +1,34 @@ +
+

{{ localize "SW5E.SpellCastHint" }} {{item.name}} {{ localize "SW5E.cast" }}.

+ + {{#unless canCast}} +

{{ localize "SW5E.SpellCastNoSlots" }}

+ {{/unless}} + +
+ +
+ +
+
+ +
+ {{#if canUpcast}} + + {{/if}} + + {{#if hasPlaceableTemplate}} +
+ +
+ {{/if}} +
+
diff --git a/templates/apps/spell-cast.html b/templates/apps/spell-cast.html new file mode 100644 index 00000000..1080bb58 --- /dev/null +++ b/templates/apps/spell-cast.html @@ -0,0 +1,34 @@ +
+

{{ localize "DND5E.SpellCastHint" }} {{item.name}} {{ localize "DND5E.spell" }}.

+ + {{#unless canCast}} +

{{ localize "DND5E.SpellCastNoSlots" }}

+ {{/unless}} + +
+ +
+ +
+
+ +
+ {{#if canUpcast}} + + {{/if}} + + {{#if hasPlaceableTemplate}} +
+ +
+ {{/if}} +
+
diff --git a/templates/items/archetype.html b/templates/items/archetype.html new file mode 100644 index 00000000..85a77aa4 --- /dev/null +++ b/templates/items/archetype.html @@ -0,0 +1,45 @@ +
+ + {{!-- Item Sheet Header --}} +
+ + +
+

+ +

+ +
+

{{itemType}}

+ {{itemStatus}} +
+ +
    +
  • + +
  • +
  • + +
  • +
  • + +
  • +
+
+
+ + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
+ + {{!-- Description Tab --}} +
+ {{editor content=data.description.value target="data.description.value" button=true owner=owner editable=editable}} +
+
+
diff --git a/templates/items/background.html b/templates/items/background.html new file mode 100644 index 00000000..996253fb --- /dev/null +++ b/templates/items/background.html @@ -0,0 +1,99 @@ +
+ + {{!-- Item Sheet Header --}} +
+ + +
+

+ +

+ +
+

{{itemType}}

+
+ +
    +
  • + +
  • +
+
+
+ + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
+ + {{!-- Description Tab --}} +
+
{{editor content=data.flavorText.value target="data.flavorText.value" button=true editable=editable}}
+

Skill Proficiencies: {{{data.skillProficiencies.value}}}

+

Tool Proficiencies: {{{data.toolProficiencies.value}}}

+

Languages: {{{data.languages.value}}}

+

Equipment: {{{data.equipment.value}}}

+

{{{data.flavorName.value}}}

+

{{{data.flavorDescription.value}}}

+

{{{data.flavorOptions.value}}}

+

Feature: {{{data.featureName.value}}}

+

{{{data.featureText.value}}}

+

Background Feat

+

As a further embodiment of the experience and training of your background, you can choose from the following feats:

+

{{{data.featOptions.value}}}

+

Suggested Characteristics

+

{{{data.suggestedCharacteristics.value}}}

+

{{{data.personalityTraitOptions.value}}}

 

+

{{{data.idealOptions.value}}}

 

+

{{{data.flawOptions.value}}}

 

+

{{{data.bondOptions.value}}}

+ + +
+ +
+
diff --git a/templates/items/cast.html b/templates/items/cast.html new file mode 100644 index 00000000..b6a9905f --- /dev/null +++ b/templates/items/cast.html @@ -0,0 +1,151 @@ +
+ + {{!-- Item Sheet Header --}} +
+ + +
+

+ +

+ +
+

{{itemType}}

+ {{itemStatus}} +
+ +
    +
  • + {{labels.level}} +
  • +
  • + {{labels.school}} +
  • +
  • + +
  • +
+
+
+ + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
+ + {{!-- Description Tab --}} + {{> "systems/sw5e/templates/items/parts/item-description.html"}} + + {{!-- Details Tab --}} +
+

{{ localize "SW5E.CastDetails" }}

+ + {{!-- Cast Level --}} +
+ + +
+ + {{!-- Cast School --}} +
+ + +
+ + {{!-- Cast Components --}} +
+ + + + + + +
+ + {{!-- Material Components --}} +
+ + + {{#if data.materials.value}} +
+ + + + + + +
+ {{/if}} +
+ + {{!-- Preparation Mode --}} +
+ +
+ + +
+
+ +

{{ localize "SW5E.CastingHeader" }}

+ + {{!-- Item Activation Template --}} + {{> "systems/sw5e/templates/items/parts/item-activation.html"}} + +

{{ localize "SW5E.CastEffects" }}

+ + {{!-- Item Action Template --}} + {{> "systems/sw5e/templates/items/parts/item-action.html"}} + + {{!-- Cast Level Scaling --}} +
+ +
+ + +
+
+
+
+
diff --git a/templates/items/class.html b/templates/items/class.html index 68ded495..50121760 100644 --- a/templates/items/class.html +++ b/templates/items/class.html @@ -26,6 +26,7 @@ {{!-- Item Sheet Body --}} @@ -38,7 +39,12 @@ {{!-- Details Tab --}}
+ {{!-- Class Levels Table and Features --}} + {{editor content=data.classFeatures.value target="data.classFeatures.value" button=true owner=owner editable=editable}} +
+ + + {{!-- Archetypes Tab --}} +
+ + {{editor content=data.atFlavorText.value target="data.atFlavorText.value" button=true owner=owner editable=editable}} + +
+>>>>>>> Stashed changes diff --git a/templates/sheets/active-effect-config.html b/templates/sheets/active-effect-config.html new file mode 100644 index 00000000..15604086 --- /dev/null +++ b/templates/sheets/active-effect-config.html @@ -0,0 +1,132 @@ +
+ + +
+ +

{{ effect.label }}

+
+ + + + + +
+ +
+ +
+ +
+
+ +
+ +
+ {{filePicker target="icon" type="image"}} + +
+
+ +
+ +
+ + +
+
+ +
+ + +
+ +
+ +
+ +
+
+
+ + +
+
+ +
+ +
+
+
+ +
+ +
+
+
+
+ +
+ + + + +
+
+
+ +
+ +
+
+ +
+ +
+ + + + +
+
+
+ + +
+
+
{{ localize "EFFECT.ChangeKey" }}
+
{{ localize "EFFECT.ChangeMode" }}
+
{{ localize "EFFECT.ChangeValue" }}
+
+ +
+
+
    + {{#each effect.changes as |change i|}} +
  1. +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
  2. + {{/each}} +
+
+ +
+ +
+
\ No newline at end of file diff --git a/ui/SW5e-logo.svg b/ui/SW5e-logo.svg new file mode 100644 index 00000000..b82c3db1 --- /dev/null +++ b/ui/SW5e-logo.svg @@ -0,0 +1,147 @@ + + + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + + + + + + + + + +