diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index b9076c88..f4a4c086 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -59,7 +59,7 @@ {"_id":"YByrgf4R9lfeVVBQ","name":"Sharpshooter Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Sharpshooter Practice

\n

Those operatives who choose the Sharpshooter Practice are bringers of death. Striking from a safe distance, the Sharpshooter uses precision shooting to control the battlefield and bring targets down quickly.

\n

Assume the Position

\n

Beginning at 3rd level, you don't need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. In addition, standing up from prone now only costs 5 feet of movement.

\n

Additionally, you gain proficiency with two martial blasters of your choice.

\n

Place Shot

\n

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

\n

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

\n

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

\n

Disarming Shot

\n

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

\n

Penetrating Shot

\n

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

\n

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

\n

Suppressive Shot

\n

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

\n

Head Shot

\n

At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.

\n

Additionally, any hit you score against a creature that is surprised is a critical hit.

\n

Distracting Shot

\n

Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon's normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon's normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

\n

Double Tap

\n

At 17th level, you've learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.

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

Triage Technique

\n

With every conflict comes death and destruction. Followers of the Triage Technique excel at keeping their comrades in the fight with quick thinking and fastacting medicine.

\n

Triage Training

\n

Triage Technique: 3rd level

\n

You gain proficiency in the Medicine skill.

\n

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

\n

Mark of Triage

\n

Triage Technique: 3rd level

\n

You learn new ways to use your Ranger's Quarry.

\n\n

Double Dose

\n

Triage Technique: 7th level

\n

Your application of medicine does not interfere with your own ability to recover from injuries. When you restore hit points or grant temporary hit points to another creature with a tech power or class feature, you recover the same amount of hit points or gain the same number of temporary hit points.

\n

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

\n

Experimental Infusion

\n

Triage Technique: 11th level

\n

When you target a creature with your Ranger's Quarry, you can grant one of the following additional effects of your choice:

\n\n

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

\n

Cure-All

\n

Triage Technique: 15th level

\n

Your healing becomes even more potent When you restore hit points to a creature as a bonus action using your Mark of the Healer feature, you can also end one of the following conditions afflicting it: blinded, deafened, diseased, paralyzed, or poisoned.

"},"source":"EC","classCasterType":""},"flags":{"core":{"sourceId":"Item.p9sVycmJvwVtDzlD"}},"img":"systems/sw5e/packs/Icons/Archetypes/Triage%20Technique.webp","effects":[]} {"_id":"ZDNCB88TzeMFGY6i","name":"Deadeye Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Deadeye Technique

\n

Some scouts becomes legends written in blaster burns. Followers of the Deadeye Technique the art of the blaster shot and utilize their incredible focus to make shots that most would deem impossible. When everything depends on one shot, you want a Deadeye pulling the trigger.

\n

Due to their uncanny focus, Deadeyes can make shots that other marksmen would never dare to attempt. Deadeyes know how to make the most of ranged weapons and can use them to greater effect than other Scouts.

\n

Focused Superiority

\n

When you choose this technique at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You know two maneuvers of your choice, which are detailed under \"Maneuvers\" below, and you earn more at higher levels, as shown in the Maneuvers Known column of the Deadeye Technique Focused Superiority table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d6s, and you earn more at higher levels, as shown in the Superiority Dice column of the Deadeye Technique Focused Superiority table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Deadeye Technique Focused Superiority
LevelFocused SuperioritySuperiority DiceManeuvers Known
3rdd422
4thd422
5thd622
6thd622
7thd633
8thd633
9thd833
10thd833
11thd844
12thd844
13thd1044
14thd1044
15thd1055
16thd1055
17thd1255
18thd1255
19thd1255
20thd1255
\n
\n
\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Crippling Shot

\n

When you hit a creature with a ranged weapon attack, you can expend a superiority die to cripple its movement. Add the number rolled to the damage of the ranged weapon attack. The creature must succeed on a Constitution saving throw or have its movement speed halved. At the end of each of its turns, the target can make a Constitution saving throw to end the effect.

\n

Daring Escape

\n

You can expend one superiority die to take the Disengage action as a bonus action until the end of your turn. Until the end of this turn, you have advantage on all Strength (Athletics) checks.

\n

Covering Fire

\n

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

\n

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

\n

Disarming Shot

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. Add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Shot

\n

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

\n

Exploit Weakness

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Penetrating Shot

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose up to two creatures within 15 feet of and directly behind your initial target. If the original attack roll would hit the second creature(s), it takes damage equal to the number you roll on your superiority die.

\n

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

\n

Precision Attack

\n

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

\n

Return Fire

\n

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

\n

Mark of the Deadeye

\n

Also at 3rd level, the range of your Ranger's Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger's Quarry, the normal and long range of your ranged weapons double.

\n

Cover to Cover

\n

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

\n

Deadeye Technique Focused Superiority

\n

Shoot First

\n

Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.

\n

Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

\n

Overwatch

\n

At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.

\n

If your attack hits, either impose disadvantage on the enemy creature's opportunity attack roll or grant advantage to any allies making the saving throw.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Deadeye%20Technique.webp","effects":[]} -{"_id":"avFn1m9oUpDgKAAF","name":"Astrotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Astrotech Engineering

\n

Those engineers who choose the Astrotech Engineering discipline focus on crafting and upgrading their droid companions.

\n

Bonus Proficiencies

\n

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

\n

Droid Companion

\n

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

\n

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

\n

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

\n

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

\n\n

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

\n

Potent Integration

\n

Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

\n

Coordinated Attack

\n

Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

\n

Droid Defense

\n

At 14th level, while your droid can see you, it has advantage on all saving throws.

\n

Superior Droid Defense

\n

Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

\n

Generating Your Droid

\n

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

\n

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

\n

Droid Features

\n

All droids share the following features.

\n

Resistances and Vulnerabilities

\n\n

Traits

\n\n

Class I Droid

\n

Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.

\n

As a class I droid, your droid companion has the following features.

\n

Hit Points

\n\n

Proficiencies

\n\n\n

Features

\n\n

Class II Droid

\n

Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II droids.

\n

As a class II droid, your droid companion has the following features.

\n

Hit Points

\n\n

Proficiencies

\n\n\n

Features

\n\n

Class III Droid

\n

Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.

\n

As a class III droid, your droid companion has the following features.

\n

Hit Points

\n\n

Proficiencies

\n\n\n

Features

\n\n

Class IV Droid

\n

Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.

\n

As a class IV droid, your droid companion has the following features.

\n

Hit Points

\n\n

Proficiencies

\n\n\n

Features

\n\n

Class V Droid

\n

Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.

\n

As a class V droid, your droid companion has the following features.

\n

Hit Points

\n\n

Proficiencies

\n\n\n

Features

\n\n

Astrotech Modifications

\n

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

\n

Advanced Power Core

\n

Prerequisite: 7th level, d10 Hit Die
You greatly improve the power core of your droid. Its Hit Die becomes a d12.

\n

Alarm Protocol

\n

You install an alarm module in your droid, granting the following benefits:

\n\n

Analysis Protocol

\n

Prerequisite: 7th level, Class I Droid
Your droid can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your droid's turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:

\n\n

Arm Cannons

\n

You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.

\n

Back-Up Protocol

\n

Prerequisite: 7th level
You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.

\n

Once your droid uses this feature, it must finish a short or long rest before it can use it again.

\n

Celerity Augment

\n

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

\n

You can choose this modification twice.

\n

Charisma Chip

\n

Prerequisite: Class III Droid
You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can't use it again until it finishes a short or long rest.

\n

Durability Module

\n

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

\n\n

Emergency Mode

\n

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

\n

Energy Shield

\n

You install an energy shield in your droid. The energy shield has 1 charge. As an action, your droid can use 1 charge to cast the @Compendium[sw5e.techpowers.c7vvcY0lZDii7SOI]{Energy Shield} tech power.

\n

You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.

\n

Expertise Protocol

\n

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

\n

False Combustion

\n

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

\n

Fighting Style Protocol

\n

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

\n

Flamethrower

\n

You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the @Compendium[sw5e.techpowers.HoshRCTHW8vntDCg]{Jet of Flame} tech power or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast @Compendium[sw5e.techpowers.6aZ0FG6HwrUO28WF]{Flame Sweep} at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

\n

Four-Armed Combatant

\n

Prerequisite: Class IV Droid
You install two additional arms to improve your droid's combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).

\n

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

\n

Heavy Plating

\n

Prerequisite: Medium Armor proficiency
Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead kinetic and energy damage that your droid takes from unenhanced weapons is reduced by an amount equal to its proficiency bonus.

\n

Light Plating

\n

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

\n

Martial Protocol

\n

Prerequisite: 7th level, Class IV Droid
Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:

\n\n

Medium Plating

\n

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

\n

Memory Protocol

\n

Prerequisite: Class I Droid
Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.

\n

Observant Protocol

\n

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

\n\n

Performance Protocol

\n

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

\n\n

Powerful Droid

\n

Prerequisite: Class V Droid
Your droid count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Powerful Grip

\n

Prerequisite: 7th level, Class V Droid
When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).

\n

Premium Power Core

\n

You improve the power core of your droid. Its Hit Die becomes a d8.

\n

Proficiency Protocol

\n

You install a protocol in your droid that grants it proficiency in a tool or skill. Your droid gains proficiency in a tool or skill of your choice.

\n

Prototype Power Core

\n

Prerequisite: d8 Hit Die
You further improve the power core of your droid. Its Hit Die becomes a d10.

\n

Repulsor Coil

\n

Prerequisite: 7th level, Class II Droid
You install repulsor coils in your droid's legs. Your droid gains a flying speed equal to its walking speed.

\n

Sensor Augmentation

\n

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

\n\n

Stun Ray

\n

You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the @Compendium[sw5e.techpowers.qHu258wCccbyajwo]{Hold Droid} or @Compendium[sw5e.techpowers.zXCnz8vBWC4fhvfw]{Paralyze Humanoid} tech power. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.

\n

Techcasting Protocol

\n

Your droid learns two at-will tech powers, and one 1st-level tech power, which it casts at its lowest level. Once your droid casts it, your droid must finish a long rest before it can cast it again. Intelligence is your droid's techcasting ability for these powers. It does not require use of a wristpad for these powers.

\n

Toughness Module

\n

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

\n"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"astro","mode":"+","targetSpecific":false,"id":1,"itemId":"avFn1m9oUpDgKAAF","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Astrotech%20Engineering.webp","effects":[]} +{"_id":"avFn1m9oUpDgKAAF","name":"Astrotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Astrotech Engineering

\n

Those engineers who choose the Astrotech Engineering discipline focus on utilizing their vast knowledge of droid technology to confuse, confound, and destroy enemy tech, droids and constructs.

\n

Bonus Proficiencies

\n

Astrotech Engineering: 3rd level

\n

You gain proficiency in astrotech's implements. Additionally, when you engage in crafting with astrotech's implements, the rate at which you craft doubles.

\n

Electronic Warfare Platform

\n

Astrotech Engineering: 3rd, 9th, and 17th level

\n

You learn to modify your astrotech's implements into a mobile electronic warfare platform. Over the course of a long rest, you can modify your astrotech's implements. You must have astrotech's implements in order to perform this modification.

\n

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

\n

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

\n

Your electronic warfare platform comes equipped with electromagnetic projection and sensing systems, enabling three fields: ionizing, jamming, and targeting. As a bonus action, you can activate a field, which lasts for 1 minute, causing an effect determined by the field. Only one field can be active at a time, and you can end your field at any time on your turn, no action required. The range of your barriers increases to 15 feet at 9th level and 30 feet at 17th level. You can use these fields a combined number of times equal to your proficiency bonus, as shown in the engineer table. You regain all expended uses when you complete a long rest.

\n

Ionizing Field

\n

Whenever a droid or construct starts its turn within 5 feet of you, it gains 4 slowed levels and takes ion damage equal to half your engineer level (rounded down).

\n

Jamming Field

\n

Whenever you or a friendly creature within 10 feet of you are forced to make a saving throw by a tech power, the creature gains a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

\n

Targeting Field

\n

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

\n

Potent Electromagnetism

\n

Astrotech Engineering: 3rd level

\n

Once per round, when you deal damage to a droid or construct, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as the source of the damage.

\n

The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

\n

Direct Controller

\n

Astrotech Engineering: 6th level

\n

Your mastery of droids improves your ability to manipulate them. When you cast a power that could affect only droids or constructs, and you only affect droids with the power, you can choose to treat the power as if cast at your Max Power Level.

\n

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

\n

Systems Hijack

\n

Astrotech Engineering: 14th level

\n

All droids, constructs, and creatures wearing or holding a techcasting focus within 120 feet are viable targets for any tech powers which you cast with a range of touch.

\n

Electromagnetic Burst

\n

Astrotech Engineering: 18th level

\n

As an action, you can end your field in an electromagnetic burst of power with an effect determined by the field you were generating.

\n

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

\n

Ionizing Burst

\n

Choose up to 10 creatures of your choice that are within 60 feet. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 ion damage and is stunned. On a success, it takes half damage and isn't stunned.

\n

Jamming Burst

\n

Choose up to 10 creatures of your choice that are within 60 feet. Once in the next minute, when a chosen creature fails a saving throw caused by a tech power or is hit by an attack power, the creature can choose to succeed on the saving throw or have the attack miss instead.

\n

Targeting Burst

\n

Choose up to 10 creatures of your choice that are within 60 feet. Each creature must succeed on a Constitution saving throw against your tech save DC or be blinded for 1d4+1 turns.

\n

Astrotech Modifications

\n

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

\n

AI Amplifier

\n

Prerequisite: 5th level

\n

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

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AI Rangefinder

\n

Prerequisite: 5th level

\n

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

\n

Advanced Hardening

\n

Prerequisite: 15th level, Hardening

\n

You have resistance to ion damage.

\n

Advanced Grounding System

\n

Prerequisite: 15th level, Prototype Grounding System

\n

You have resistance to lightning damage.

\n

Advanced Jamming Phased Array

\n

Prerequisite: 15th level, Prototype Jamming Phased Array

\n

While your jamming field is active, any hostile creature within the field must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

\n

Advanced Ionizing Phased Array

\n

Prerequisite: 15th level, Prototype Pulsating Phased Array

\n

While your ionizing field is active, your tech powers and class features ignore resistance to ion damage, and immunity to ion damage is instead treated as resistance from any creature within range of your field.

\n

Additionally, when you use your Ionizing Phased Array feature, you create a fourth blast.

\n

Advanced Targeting Phased Array

\n

Prerequisite: 15th level, Prototype Targeting Phased Array

\n

While your targeting field is active, as an action, you can allow a number of allies within the field up to your Intelligence modifier (minimum of one) to use their reaction to make a ranged weapon attack against a single target you can see.

\n

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

\n

Droid Restraints

\n

When you would install a restraining bolt, you can do so in half the time. Additionally, when determining the save DC of a restraining bolt you control, you can use your tech save DC, if it would be higher than the item's DC.

\n

Flashlight Attachment

\n

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

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Frailcasting Controller

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to the tech save DC of powers you cast that require a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Grounding System

\n

You have advantage on saving throws against lightning damage.

\n

Hacked Communications

\n

As a bonus action, you may choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n

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

\n

Hardening

\n

You have advantage on saving throws against ion damage.

\n

Intelligence Core Override

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Prerequisite: 9th level

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You can cast the override interface tech power at 5th level without spending tech points.

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

\n

Ionizing Phased Array

\n

Prerequisite: 5th level

\n

While your ionizing field is active, as an action, you can send forth blasts of directed ionic energy. Make two ranged tech attacks against targets within the field. These attacks can target the same creature or different ones. Make separate attack rolls for each blast. The attack deals 1d6 ion damage on a hit.

\n

Jamming Phased Array

\n

While your jamming field is active, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within your field, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take ion damage equal to your Intelligence modifier.

\n

Miniaturized Repulsor Coils

\n

Your electronic warfare platform can store 20 lb., not exceeding 1 cubic foot, which does not count towards your encumbrance.

\n

Prototype Transmitter

\n

Prerequisite: 7th level

\n

You further tweak your transmitter design, extending the area of your fields. When you activate a field you may choose to double the radius of your field.

\n

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

\n

Prototype Grounding System

\n

Prerequisite: 7th level, Grounding System

\n

You have immunity to the shocked condition.

\n

Prototype Jamming Phased Array

\n

Prerequisite: 7th level, Jamming Phased Array

\n

While your jamming field is active, when a creature within your field attempts to cast a tech power, you can use your reaction to cast the tech override power at 3rd level without spending tech points. When you cast this power using this feature and you make the techcasting ability check as a part of this casting, you add your proficiency bonus to the check.

\n

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

\n

Prototype Ionizing Phased Array

\n

Prerequisite: 7th level, Ionizing Phased Array

\n

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

\n

Additionally, when you use your Ionizing Phased Array feature, you create a third blast.

\n

Prototype Targeting Phased Array

\n

Prerequisite: 7th level, Target Marking Phased Array

\n

While your targeting field is active, as an action, you can cast the scramble interface power at 3rd level without spending tech points.

\n

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

\n

Redundant Circuits

\n

Prerequisite: 15th level

\n

You can have two fields active at a time.

\n

Rendcasting Controller

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Sensor Scramblers

\n

Prerequisite: 5th level

\n

All creatures within 10 feet of you become undetectable to electronic sensors and cameras. Anything these creatures are wearing or carrying is also undetectable, so long as it's on the creature's person. The creatures are still visible to regular vision.

\n

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

\n

Stealth Field Generator

\n

Prerequisite: 7th level

\n

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

\n

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

\n

Targeting Phased Array

\n

Prerequisite: 5th level

\n

While your targeting field is active, as an action, you can choose a number of creatures equal to your Intelligence modifier you can see within 60 feet (a minimum of one creature), and force them to make a Dexterity saving throw. On a failed save, all ranged weapon attacks made by allies within your field against the target have advantage until the beginning of your next turn.

\n

Truelight Attachment

\n

Prerequisite: 11th level, Flashlight Attachment

\n

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

\n

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

\n

Withercasting Controller

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

X-Ray Targeting

\n

Prerequisite: 5th level

\n

You tweak your sensors to find weak points in thick armor. Your weapon attacks and tech powers deal double damage against constructs.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"astro","mode":"+","targetSpecific":false,"id":1,"itemId":"avFn1m9oUpDgKAAF","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Astrotech%20Engineering.webp","effects":[]} {"_id":"bBMsNrnCUOXGfb0h","name":"Cyclone Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Cyclone Approach

\n

The Cyclone Approach empowers the berserker’s ability to fight with weapons in each hand. Followers of this approach learn to move quickly to avoid attacks and can become a whirlwind of fury and steel, cleaving through hordes of enemies.

\n

Dual Wielder

\n

When you choose this approach at 3rd level, when you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.

\n

Double Swing

\n

Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

\n

Twisting Winds

\n

At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

\n

Mighty Leap

\n

Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

\n

Tornado

\n

At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Cyclone%20Approach.webp","effects":[]} {"_id":"c89hsFFZG4WGlYcV","name":"Zoologist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Zoologist Pursuit

\n

Many academics develop an affinity for nature, studying the vast fauna that inhabit the different planets throughout the galaxy. Those scholars who choose the Zoologist Pursuit capitalize on their knowledge of animals, developing a strong bond with a companion with whom they gain an advantage on the battlefield.

\n

Wilderness Expert

\n

When you choose this pursuit at 3rd level, you gain proficiency your choice of Animal Handling or Nature skills. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.

\n

Beast Companion

\n

Also at 3rd level, you learn to employ all the knowledge you've accumulated to forge a powerful bond with your own personal beast companion.

\n

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

\n

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

\n

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

\n\n

Additional Maneuvers

\n

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

\n

Loyal Bond

\n

Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.

\n

Go Get 'Em

\n

While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.

\n

Pin Down

\n

When your beast attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your beast's Strength (Athletics) check.

\n

Primal Endurance

\n

As an action, you can expend a superiority die to improve your beast's defense. Roll the die and add it to your beast's AC until the beginning of your next turn.

\n

Sic 'Em

\n

As an action, you can command your beast to savage a nearby enemy. Your beast can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.

\n

Spine-Chilling Howls

\n

As an action, you can expend one superiority die to command your beast to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your beast for 1 minute.

\n

Wild Senses

\n

Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your beast by expending a superiority die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

\n

Vicious Hunting

\n

Beginning at 6th level, your beast companion's strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Creature Comprehension

\n

Starting at 9th level, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you have taken the action yourself.

\n

Feral Ferocity

\n

Once you've reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:

\n\n

Your beast's furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast's furious state as a bonus action.

\n

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

\n

Discoveries (Zoologist)

\n

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

\n

Advantageous Companion

\n

When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.

\n

When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.

\n

Colossal Companion

\n

Prerequisite: 15th level

\n

You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn't already and becomes immune to this feature for 24 hours.

\n

Holocam Attachment

\n

You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.

\n

Neat Tricks

\n

Prerequisite: 5th level

\n

Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast's size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast's size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.

\n

Protective Friend

\n

If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

\n

The More The Merrier

\n

Prerequisite: 7th level

\n

Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.

\n

Generating Your Beast

\n

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

\n

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

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

\n\n

Proficiencies

\n\n

Features

\n\n

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

Aerial

\n

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

\n

Amphibious

\n

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

\n

Burrower

\n

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

\n

Charger

\n

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

\n

Climber

\n

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

\n

Darkvision

\n

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

\n

Evasive

\n

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

\n

Force Adept

\n

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

\n

Force Resistance

\n

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

\n

Force Sensitive

\n

Your beast companion knows one 1st-level force power of your choice, and once per long rest it can cast it at 1st-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n

Grappler

\n

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

\n

Heavy Hide

\n

Your beast companion's armor class becomes 14.

\n

Keen Hearing

\n

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

\n

Keen Sight

\n

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

\n

Keen Smell

\n

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

\n

Light Hide

\n

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

\n

Medium Hide

\n

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

\n

Natural Camouflage

\n

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

\n

Nimble Weapon

\n

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

\n

Pack Tactics

\n

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

\n

Pouncer

\n

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

\n

Powerful Build

\n

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

\n

Rampager

\n

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

\n

Ranged Weapon

\n

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

\n

Reach Weapon

\n

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

\n

Size: Huge

\n

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

\n

Size: Large

\n

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

\n

Size: Medium

\n

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

\n

Size: Small

\n

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

\n

Sturdy-Legged

\n

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

\n

Swift

\n

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

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Zoologist%20Pursuit.webp","effects":[]} {"_id":"cROcc25Zj1MT6Yf6","name":"Form I: Shii-Cho","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form I: Shii-Cho

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Form I, also known as Determination Form, uses wild, unpredictable attacks designed to distract and disarm their foes. Those guardians who focus on Shii-Cho Form make seemingly random, yet deliberate, attacks to knock their opponents off-balance.

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Form Basics

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When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.rUL9jO0rPLWqOliO]{Shii-Cho Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can't take a lightsaber form option more than once, even if you later get to choose again.

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The Way of the Sarlaac

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Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

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

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Channel the Force

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

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Disarming Slash

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When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

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Unpredictable Motion

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Beginning at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.

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Sarlaac Sweep

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Starting at 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

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Master of Determination

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At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

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

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