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":"
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.
\nBeginning 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.
\nAdditionally, you gain proficiency with two martial blasters of your choice.
\nAlso 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.
\nSome 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:
\nPlaced Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
\nYou 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.
\nYou 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.
\nThe damage is of the same type dealt by the original attack.
\nYou 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.
\nAt 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.
\nAdditionally, any hit you score against a creature that is surprised is a critical hit.
\nStarting 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.
\nAt 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":"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.
\nTriage Technique: 3rd level
\nYou gain proficiency in the Medicine skill.
\nAdditionally, 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.
\nTriage Technique: 3rd level
\nYou learn new ways to use your Ranger's Quarry.
\nTriage Technique: 7th level
\nYour 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.
\nYou 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.
\nTriage Technique: 11th level
\nWhen you target a creature with your Ranger's Quarry, you can grant one of the following additional effects of your choice:
\nYou can use each feature once. You regain any expended uses when you complete a short or long rest.
\nTriage Technique: 15th level
\nYour 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":"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.
\nDue 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.
\nWhen you choose this technique at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
\nYou 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.
\nEach time you learn new maneuvers, you can also replace one maneuver you know with a different one.
\nYou 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.
\nSome 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:
\nManeuver save DC = 8 + your proficiency bonus + your Dexterity modifier
\n\n\n\n\n
\n\n \nDeadeye Technique Focused Superiority \n\n \n\n\nLevel \nFocused Superiority \nSuperiority Dice \nManeuvers Known \n\n \n3rd \nd4 \n2 \n2 \n\n \n4th \nd4 \n2 \n2 \n\n \n5th \nd6 \n2 \n2 \n\n \n6th \nd6 \n2 \n2 \n\n \n7th \nd6 \n3 \n3 \n\n \n8th \nd6 \n3 \n3 \n\n \n9th \nd8 \n3 \n3 \n\n \n10th \nd8 \n3 \n3 \n\n \n11th \nd8 \n4 \n4 \n\n \n12th \nd8 \n4 \n4 \n\n \n13th \nd10 \n4 \n4 \n\n \n14th \nd10 \n4 \n4 \n\n \n15th \nd10 \n5 \n5 \n\n \n16th \nd10 \n5 \n5 \n\n \n17th \nd12 \n5 \n5 \n\n \n18th \nd12 \n5 \n5 \n\n \n19th \nd12 \n5 \n5 \n\n \n\n20th \nd12 \n5 \n5 \n
The maneuvers are presented in alphabetical order.
\nWhen 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.
\nYou 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.
\nWhen 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.
\nThat creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
\nWhen 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.
\nWhen 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.
\nWhen 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.
\nWhen 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.
\nThe damage is of the same type dealt by the original attack.
\nWhen 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.
\nWhen 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.
\nAlso 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.
\nBeginning at 7th level, attack rolls made against you on your turn are made with disadvantage.
\nStarting 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.
\nAdditionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.
\nAt 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.
\nIf 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":"Those engineers who choose the Astrotech Engineering discipline focus on crafting and upgrading their droid companions.
\nWhen 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.
\nAlso at 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalized droid companion.
\nChoose 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.
\nIf 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.
\nYour droid gains a variety of benefits while it is interfaced with you:
\nAdditionally, 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).
\nLastly 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.
\nBeginning 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.
\nAt 14th level, while your droid can see you, it has advantage on all saving throws.
\nStarting 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.
\nChoosing 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.
\nOnce 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.
\nAll droids share the following features.
\nClass 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.
\nAs a class I droid, your droid companion has the following features.
\nClass 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.
\nAs a class II droid, your droid companion has the following features.
\nClass 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.
\nAs a class III droid, your droid companion has the following features.
\nClass 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.
\nAs a class IV droid, your droid companion has the following features.
\nClass 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.
\nAs a class V droid, your droid companion has the following features.
\nIf 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.
\nPrerequisite: 7th level, d10 Hit Die
You greatly improve the power core of your droid. Its Hit Die becomes a d12.
You install an alarm module in your droid, granting the following benefits:
\nPrerequisite: 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:
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).
\nYou 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.
\nPrerequisite: 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.
Once your droid uses this feature, it must finish a short or long rest before it can use it again.
\nYou augment your droid to move a little faster. Your droid's speed increases by 5 feet.
\nYou can choose this modification twice.
\nPrerequisite: 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.
You enhance your droid's durability, granting the following benefits:
\nPrerequisite: 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.
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.
\nYou 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.
\nPrerequisite: 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.
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.
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.
\nYou 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).
\nYou 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.
\nPrerequisite: 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).
While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.
\nPrerequisite: 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.
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.
\nPrerequisite: 7th level, Class IV Droid
Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:
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.
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.
Prerequisite: 7th level
Prerequisite: Alarm Protocol
You modify the alarm module in your droid, granting the following benefits:
Prerequisite: 7th level, Class III Droid
You modify your droid's charisma chip, granting the following benefits:
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.
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).
You improve the power core of your droid. Its Hit Die becomes a d8.
\nYou 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.
\nPrerequisite: d8 Hit Die
You further improve the power core of your droid. Its Hit Die becomes a d10.
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.
You augment your droid with an advanced sensor, granting the following benefits:
\nYou 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).
\nYou 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.
\nYour 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.
\nPrerequisite: 11th level
Prerequisite: Durability Module
You modify the durability module in your droid, granting the following benefit:
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.
\nAstrotech Engineering: 3rd level
\nYou gain proficiency in astrotech's implements. Additionally, when you engage in crafting with astrotech's implements, the rate at which you craft doubles.
\nAstrotech Engineering: 3rd, 9th, and 17th level
\nYou 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.
\nYour 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).
\nSome modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
\nYour 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.
\nWhenever 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).
\nWhenever 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).
\nYou 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).
\nAstrotech Engineering: 3rd level
\nOnce 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.
\nThe 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.
\nAstrotech Engineering: 6th level
\nYour 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.
\nYou 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.
\nAstrotech Engineering: 14th level
\nAll 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.
\nAstrotech Engineering: 18th level
\nAs an action, you can end your field in an electromagnetic burst of power with an effect determined by the field you were generating.
\nOnce you've used this feature, you must complete a long rest before you can use it again.
\nChoose 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.
\nChoose 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.
\nChoose 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.
\nIf 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.
\nPrerequisite: 5th level
\nYou gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.
\nPrerequisite: 5th level
\nYou gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.
\nPrerequisite: 15th level, Hardening
\nYou have resistance to ion damage.
\nPrerequisite: 15th level, Prototype Grounding System
\nYou have resistance to lightning damage.
\nPrerequisite: 15th level, Prototype Jamming Phased Array
\nWhile 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.
\nPrerequisite: 15th level, Prototype Pulsating Phased Array
\nWhile 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.
\nAdditionally, when you use your Ionizing Phased Array feature, you create a fourth blast.
\nPrerequisite: 15th level, Prototype Targeting Phased Array
\nWhile 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.
\nOnce you've used this feature, you must complete a short or long rest before you can use it again.
\nWhen 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.
\nYou 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.
\nPrerequisite: 5th level
\nYou 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.
\nYou have advantage on saving throws against lightning damage.
\nAs 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.
\nOnce you've used this feature, you must complete a short or long rest before you can use it again.
\nYou have advantage on saving throws against ion damage.
\nPrerequisite: 9th level
\nYou can cast the override interface tech power at 5th level without spending tech points.
\nOnce you've used this feature, you must complete a long rest before you can use it again.
\nPrerequisite: 5th level
\nWhile 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.
\nWhile 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.
\nYour electronic warfare platform can store 20 lb., not exceeding 1 cubic foot, which does not count towards your encumbrance.
\nPrerequisite: 7th level
\nYou 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.
\nOnce you've used this feature, you must complete a long rest before you can use it again.
\nPrerequisite: 7th level, Grounding System
\nYou have immunity to the shocked condition.
\nPrerequisite: 7th level, Jamming Phased Array
\nWhile 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.
\nOnce you've used this feature, you must complete a short or long rest before you can use it again.
\nPrerequisite: 7th level, Ionizing Phased Array
\nWhile 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.
\nAdditionally, when you use your Ionizing Phased Array feature, you create a third blast.
\nPrerequisite: 7th level, Target Marking Phased Array
\nWhile your targeting field is active, as an action, you can cast the scramble interface power at 3rd level without spending tech points.
\nOnce you've used this feature, you must complete a short or long rest before you can use it again.
\nPrerequisite: 15th level
\nYou can have two fields active at a time.
\nPrerequisite: 5th level
\nYou 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.
\nPrerequisite: 5th level
\nAll 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.
\nOnce you've used this feature, you must complete a long rest before you can use it again.
\nPrerequisite: 7th level
\nYou 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.
\nOnce the generator has been activated, it can't be activated again until you finish a short or long rest.
\nPrerequisite: 5th level
\nWhile 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.
\nPrerequisite: 11th level, Flashlight Attachment
\nYou 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.
\nOnce you've used this feature, you must complete a short or long rest before you can use it again.
\nPrerequisite: 5th level
\nYou 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.
\nPrerequisite: 5th level
\nYou 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":"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.
\nWhen 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.
\nAlso 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.
\nAt 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.
\nStarting 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.
\nAt 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.
\nYou 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":"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.
\nWhen 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.
\nAlso at 3rd level, you learn to employ all the knowledge you've accumulated to forge a powerful bond with your own personal beast companion.
\nChoose 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.
\nIf 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.
\nYour beast gains a variety of benefits while it is bonded to you:
\nLastly 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.
\nWhenever 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.
\nWhile your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.
\nWhen 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.
\nAs 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.
\nAs 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.
\nAs 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.
\nWhenever 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.
\nBeginning at 6th level, your beast companion's strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
\nStarting 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.
\nOnce 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:
\nYour 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.
\nOnce you've used this feature, you can't use it again until you finish a long rest.
\nWhen 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.
\nWhen 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.
\nWhen 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.
\nPrerequisite: 15th level
\nYou 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.
\nYou 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.
\nPrerequisite: 5th level
\nYour 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.
\nIf 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.
\nPrerequisite: 7th level
\nWhenever 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.
\nChoosing 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.
\nOnce 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.
\nAll beasts share the following traits.
\nThe traits are presented in alphabetical order.
\nYour beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.
\nYour beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.
\nYour beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.
\nIf 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.
\nYour 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.
\nYour 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.
\nYour beast companion can take the Disengage action as a bonus action.
\nPrerequisite: 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).
Your beast companion has advantage on saving throws against force powers.
\nYour 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).
\nWhen 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.
\nYour beast companion's armor class becomes 14.
\nYour beast companion has advantage on Wisdom (Perception) checks that rely on hearing.
\nYour beast companion has advantage on Wisdom (Perception) checks that rely on sight.
\nYour beast companion has advantage on Wisdom (Perception) checks that rely on smell.
\nYour beast companion's armor class becomes 11 + it's Dexterity modifier.
\nYour beast companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.
\nWhen 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.
\nYour beast companion can use Dexterity instead of Strength for its attack and damage rolls.
\nYour 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.
\nIf 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.
\nYour beast companion counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
\nIf 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.
\nYour 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.
\nYour 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.
\nPrerequisite: 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.
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.
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.
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.
\nYour 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.
\nYour beast companion can take the Dash action as a bonus action.
\nYour beast companion gains tremorsense out to 30 feet.
\nWhen 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, 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.
\nWhen you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.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.
\nAlso 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.
\nThis effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.
\nLastly at 3rd level, you gain the following Channel the Force option.
\nWhen 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.
\nBeginning at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.
\nStarting 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.
\nAt 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:
\nThis effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shii-Cho%20Form.webp","effects":[]}