diff --git a/packs/Icons/Archetypes/Aqinos Form.webp b/packs/Icons/Archetypes/Aqinos Form.webp new file mode 100644 index 00000000..e95fffe0 Binary files /dev/null and b/packs/Icons/Archetypes/Aqinos Form.webp differ diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index 762bcbff..d9919384 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -81,6 +81,7 @@ {"_id":"n46s1RsRnnQjxHvX","name":"Heavy Weapons Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"
Some manned instruments of war require their user to have superior physical prowess to overcome their weight and encumbrance. Those fighters who choose to become Heavy Weapons Specialists use their powerful bodies, and powerful armaments, to overwhelm their foes.
\nWhen you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.
\nAlso at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn’t already include that modifier.
\nBeginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, the first time you deal damage with the weapon before the start of your next turn, you deal additional damage of the same type as the weapon’s damage. If this instance would deal damage to multiple creatures, you can only apply this additional damage to one of them. For each attack you forgo, you deal additional damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.
\nAt 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.
\nStarting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make, or if one creatures fails the saving throw against your weapon’s burst or rapid property, before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.
\nAt 18th level, attack rolls you make while wielding a weapon with the heavy or strength properties can’t suffer from disadvantage.
"},"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/Heavy%20Weapons%20Specialist.webp","effects":[]} {"_id":"nP8lpZPBh0HGKUJR","name":"Geneticist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"Throughout the galaxy there exists scientists who focus on unraveling the mysteries contained within the bodies of the divese sentients of the galaxy. Those scholars who choose the Geneticist Pursuit put their knowledge into practice, splicing their own genetic material to become superior beings... or monsters.
\nWhen you choose this pursuit at 3rd level, you gain proficiency with geneticist's kit and your choice of Medicine or Survival skills.
\nAlso at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn't already include that modifier.
\nLastly at 3rd level, you gain access to new maneuvers which reflect the changes your body has undergone. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
\nWhen you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.
\nIf you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.
\nWhen you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.
\nWhen you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.
\nWhen you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.
\nWhen you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.
\nBeginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:
\nYou can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.
\nStarting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.
\nOnce you've reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.
\nYou gain proficiency in Wisdom and Charisma saving throws. Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).
\nYou gain proficiency in Strength and Constitution saving throws. Additionally, you gain immunity to the frightened condition, and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon's damage.
\nYou gain proficiency in Dexterity and Intelligence saving throws. Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can't suffer from disadvantage, and creatures can't have advantage on attack rolls against you.
\nWhen you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. 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 aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master's Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.
\nYou can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.
\nYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or
\nlift. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.
\nYou sprout a pair of winged arms. You gain a flight speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.
\nYour hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.
\nYou have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.
\nYou gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.
\nYou sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.
"},"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/Geneticist%20Pursuit.webp","effects":[]} {"_id":"np8PlkH43bFHGOjq","name":"Teleportation Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"Whether through experimentation or discovery of an ancient technology, followers of the Teleportation Technique have learned to create brief teleportation portals, allowing them to maneuver and attack both quickly and unpredictably throughout the battlefield.
\nWhen you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.
\nAdditionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your tech save DC. On a failed save, it takes energy damage equal to your scout level + your intelligence modifier.
\nYou can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns, while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).
\nThe distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.
\nAlso at 3rd level, on your turn, when you deal damage to the target of your Ranger's Quarry, and either you, your weapon, or the source of your damage have passed through the portal on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your intelligence modifier (rounded up) in this way.
\nBeginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you've visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.
\nStarting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter's range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature, instead, falls prone without moving.
\nAt 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.
\nOnce you've used this feature, you must complete a short or long rest before you can use it again.
"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Archetypes/Teleportation%20Technique.webp","effects":[]} +{"_id":"oOTB2Grnl3gqyDhp","name":"Aqinos Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"Aqinos Form, also known as Adaptation Form, is named after a Jedi Master who sought to merge technology with Force use. Those guardians who focus on Aqinos Form adopt these tenets to employ clever exploits using technology and the aid of a droid companion.
\nAqinos Form: 3rd level
\nYou gain proficiency in astrotech's implements and the Technology skill.
\nAqinos Form: 3rd level
\nYou learn the basics of the chosen form. You gain the Aqinos lightsaber form, detailed in the Lightsaber Forms section of the Customisation Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form.
\nAqinos Form: 3rd level
\nYou have learned to blend your technological aptitude with the Force. Choose two tech powers of no higher level than your Max Power Level, as shown in the guardian table. The chosen powers count as both universal force powers and tech powers for you, but are not included in the number in the Powers Known column of the guardian table.
\nYou learn two additional powers at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of no higher level than your Max Power Level.
\nAqinos Form: 3rd, 11th, and 17th level
\nYou learn to employ all the knowledge you've accumulated to create, customise, and bond with your own droid companion.
\nCreate your droid companion as detailed in the Companions section of the Customisation Options document for Expanded Content. You must have astrotech's implements in order to create your droid.
\nIf your companion is irreparably destroyed, or you want a companion, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.
\nIn addition to its traits and features, your droid companion gains additional benefits while it is bonded to you:
\nYour companion is a valid target of the tracker droid interface tech power.
\nYour companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each companion trait in excess of your proficiency bonus, your force point maximum is reduced by 2. Over the course of a long rest, you can replace or remove a number of companion traits equal to half your Intelligence modifier (rounded up, minimum of one).
\nLastly, while bonded and within 10 feet of you, your companion can cast the tech powers you know without expending tech points. If your companion casts an at will power in this way, it does not scale normally at higher levels. Instead, if it would scale at 5th level, it instead scales at 11th level, and if it would scale at 11th level, it instead scales at 17th level. If your companion casts a power of 2nd level or higher, it consumes a number of uses of this feature equal to that power’s level.
\nAt 11th level, your droid companion must be within 30 feet of you to benefit from this feature. At 17th level, your droid companion must be within 60 feet.
\nYou can use this feature a number of times equal to your proficiency bonus, as shown in the guardian table. You regain all expended uses when you finish a long rest.
\nAqinos Form: 7th level
\nYou learn your choice of the Cause Harm or Lend Aid Channel the Force options, and when you use either of these options, you gain additional benefits.
\nYou can choose to deal ion damage instead of necrotic.
\nDroids and constructs are now valid targets.
\nAqinos Form: 15th level
\nWhen you reduce a hostile creature to 0 hit points with a tech power, or you restore hit points to a friendly creature that is at 0 hit points with a tech power, you regain an expended use of your Channel the Force, and you gain temporary force points equal to the power's level.
\nAqinos Form: 20th level
\nYour masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom or Charisma (your choice) scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
\nYou have resistance to ion damage, and you can't have disadvantage on saving throws against ion or lightning damage.
\nYou can't have disadvantage on attack rolls you make as a part of a tech power, and enemies can't have advantage on saving throws against your tech powers.
\nYou add your governing ability modifier (minimum of +1) to any damage or healing you do with tech powers you cast that don't already include that modifier.
\nWhile you are conscious and your droid is within 60 feet of you and conscious, it also gains these benefits.
\nThis effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
"},"source":"EC","classCasterType":"Forcecaster, Techcaster"},"flags":{"core":{"sourceId":"Item.EDwAUYQ5NDuDYkeC"}},"img":"systems/sw5e/packs/Icons/Archetypes/Aqinos%20Form.webp","effects":[]} {"_id":"oYAXrbXaFVAoGDLM","name":"Way of Technology","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"While many Forcewielders eschew the use of technology, other choose to embrace it Those consulars who follow the Way of Technology pair their mastery of the Force with the versatility of technology, applying the knowledge in tandem to perform unseen feats.
\nStarting when you choose this tradition at 3rd level, you've dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.
\nAdditionally, you've learned to manipulate the Force to be able to manipulate technology when it couldn't previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete long rest.
\nAt 6th level, you've learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.
\nAt 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.
\nBeginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.
\nAt 14th level, when you use your action to cast a force power, and you use your Fundamentals of Mechu-deru feature as a part of that casting, you can use your bonus action to cast one of the tech powers you know, as long as that power has a casting time of 1 action or bonus action.
\nStarting at 18th level, you can cast one 5th-level tech power of your choice. The power counts as a universal force power for you, and you do not require force points to cast this power. Once you've done so, you can't do so again until you complete a long rest.
"},"source":"EC","classCasterType":"Forcecaster, Techcaster"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"core":{"sourceId":"Item.aeE47GjiF8RizQaz"}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Technology.webp","effects":[]} {"_id":"ovm5WJyAM317IC4K","name":"Slicer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"Across the galaxy one can find numerous pseudonyms and false identities belonging to the hackers and cyber-infiltrators that call the world of electronics home. Those scholars who choose the Slicer Pursuit put their impressive intellectual prowess to work in the field of technology, to ends both benevolent and malicious.
\nWhen you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.
\nYou learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
\nYou have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
\nMany tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.
\nYou may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.
\nIntelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.
\nTech save DC = 8 + your proficiency bonus + your Intelligence modifier
\nTech attack modifier = your proficiency bonus + your Intelligence modifier
\nYou use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
\n\n\n\n\n
\n\n \nSlicer Pursuit Techcasting \n\n \n\n\nLevel \nTech Powers Known \nTech Points \nMax Power Level \n\n \n3rd \n3 \n2 \n1st \n\n \n4th \n4 \n2 \n1st \n\n \n5th \n5 \n3 \n1st \n\n \n6th \n6 \n3 \n1st \n\n \n7th \n7 \n4 \n2nd \n\n \n8th \n8 \n4 \n2nd \n\n \n9th \n9 \n5 \n2nd \n\n \n10th \n10 \n5 \n2nd \n\n \n11th \n11 \n6 \n2nd \n\n \n12th \n12 \n6 \n2nd \n\n \n13th \n13 \n7 \n3rd \n\n \n14th \n14 \n7 \n3rd \n\n \n15th \n15 \n8 \n3rd \n\n \n16th \n16 \n8 \n3rd \n\n \n17th \n17 \n9 \n4th \n\n \n18th \n18 \n9 \n4th \n\n \n19th \n19 \n10 \n4th \n\n \n\n20th \n20 \n10 \n4th \n
Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.
\nAdditionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.
\nLastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
\nWhen a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.
\nWhen you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.
\nWhen you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.
\nAs an action, you may expend a superiority die, and 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 the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.
\nWhen you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.
\nWhen a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.
\nWhen you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.
\nBeginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power's damage, but suffers no additional effects of the power.
\nStarting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.
\nOnce you've used this feature, you must complete a long rest before you can use it again.
\nOnce you've reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the @Compendium[sw5e.techpowers.g0WJVphRgr0iSG1x]{Diminish Tech} and @Compendium[sw5e.techpowers.9Vg5TEwWdVh3NVym]{Tech Override} powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.
\nYou can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.
\nWhen you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
\nIf you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.
\nWhen you cast a tech power that affects an area and requires a saving throw, and you are inside that power's area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.
\nPrerequisite: 9th level
\nYou can cast the @Compendium[sw5e.techpowers.NagD6z90jRyd7zOk]{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: 11th level
\nIf you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.
\nOnce you've used this feature, you must complete a short or long rest before you can use it again.
\nWhen you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.
\nWhenever you cast a tech power with a casting time of 1 action, you can choose to delay the power's activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power's effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.
\nYou can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slicer%20Pursuit.webp","effects":[]} {"_id":"owhXRBD1NnGWXdr6","name":"Performance Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"Some operatives choose to master finesse and timing through performance art. Those operatives who choose the Performance Practice become skilled performers who prove especially deadly in close combat, able to find the rhythm of an attacker's strikes as easily as any song.
\nWhen you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.
\nAdditionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn't already include that modifier.
\nAlso at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren't wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.
\nSome of your dazzling steps require your target to make a saving throw to resist the dazzling step's effects. The saving throw DC is calculated as follows:
\nDazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier
\nYou defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.
\nYou twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. 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.
\nChoose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon's damage.
\nBeginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.
\nAdditionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.
\nStarting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.
\nOnce you've used this feature, you must complete a short or long rest before you can use it again.
\nAt 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Performance%20Practice.webp","effects":[]} diff --git a/packs/packs/classes.db b/packs/packs/classes.db index a0989b9c..7412c81e 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -3,7 +3,7 @@ {"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
\nAfter tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.
\nGlancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.
\nScouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.
\nWarriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.
\nScouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.
\nThough a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
\nAs you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
\nYou can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the @Compendium[sw5e.backgrounds.wjFDb34eLfyjff1k]{Bounty Hunter} background.
","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"Test
"},"classFeatures":{"value":"\n\n\n\n
\n\n \nThe Scout \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nRanger's Quarry \nTech Powers Known \nTech Points \nMax Power Level \n\n \n1st \n+2 \nRanger's Quarry, Pathfinder \nd4 \n- \n- \n- \n\n \n2nd \n+2 \nTechcasting, Fighting Style \nd4 \n4 \n2 \n1st \n\n \n3rd \n+2 \nScout Routine, Scout Technique \nd4 \n5 \n3 \n1st \n\n \n4th \n+2 \nAbility Score Improvement \nd4 \n6 \n4 \n1st \n\n \n5th \n+3 \nExtra Attack \nd6 \n7 \n5 \n2nd \n\n \n6th \n+3 \nExpertise \nd6 \n8 \n6 \n2nd \n\n \n7th \n+3 \nTechnique feature, Scout Routine (two routines) \nd6 \n9 \n7 \n2nd \n\n \n8th \n+3 \nAbility Score Improvement \nd6 \n10 \n8 \n2nd \n\n \n9th \n+4 \nScout Routine (15-foot radius) \nd8 \n12 \n9 \n3rd \n\n \n10th \n+4 \nCommando \nd8 \n13 \n10 \n3rd \n\n \n11th \n+4 \nTechnique feature \nd8 \n14 \n11 \n3rd \n\n \n12th \n+4 \nAbility Score Improvement \nd8 \n15 \n12 \n3rd \n\n \n13th \n+5 \n- \nd10 \n16 \n13 \n4th \n\n \n14th \n+5 \nExpertise, Combat Tech \nd10 \n17 \n14 \n4th \n\n \n15th \n+5 \nTechnique feature, Scout Routine (three routines) \nd10 \n18 \n15 \n4th \n\n \n16th \n+5 \nAbility Score Improvement \nd10 \n19 \n16 \n4th \n\n \n17th \n+6 \nScout Routine (30-foot radius) \nd12 \n20 \n17 \n5th \n\n \n18th \n+6 \nSupreme Awareness \nd12 \n21 \n18 \n5th \n\n \n19th \n+6 \nAbility Score Improvement \nd12 \n22 \n19 \n5th \n\n \n\n20th \n+6 \nFoe Slayer \nd12 \n23 \n20 \n5th \n
As a Scout, you gain the following class features.
\nHit Dice: 1d10 per Scout level
\nHit Points at 1st Level: 10 + your Constitution modifier
\nHit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st
\nArmor: Light armor, medium armor
\nWeapons: All blasters, all vibroweapons
\nTools: None
\nSaving Throws: Strength, Dexterity
\nSkills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:
\nClass | \nFunds | \n
Scout | \n8d4 x 100 cr | \n
Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:
\nYou can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.
\nThe duration increases to 8 hours at 9th level and 24 hours at 17th level.
\nAlso at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:
\nBeginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.
\nYou learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout class table. You may not learn a tech power of a level higher than your Max Power Level.
\nYou have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
\nMany tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout class table.
\nYou may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.
\nIntelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.
\nTech save DC = 8 + your proficiency bonus +your Intelligence modifier
\nTech attack modifier = your proficiency bonus +your Intelligence modifier
\nYou use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
\nAlso at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.
\nBeginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.
\nAlso at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nAt 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.
\nAt 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
\nStarting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.
\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
\nAdditionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.
\nAt 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.
\nAt 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
\nAt 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.
\nAdditionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.
\nThe routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.
\nAt 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.
\nAt the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.
\nAt the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.
\nAt the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.
\nAt the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.
\nWhen you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.
\nAt the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.
\nAt the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.
\nAt the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.
"},"className":{"value":"Scout"},"atFlavorText":{"value":"Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.
\n@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}
\n@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}
\n@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}
\n@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}
\n@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}
\n@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}
\n@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}
\n@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}
\n@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}
\n@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}
\n@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}
"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scout.webp","effects":[]} {"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.
\nSitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.
\nA drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.
\nConsulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.
\nRefraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.
\nConsulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.
\nWhile creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?
\nYou can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.
","chat":"","unidentified":""},"levelsTable":{"value":"Level | Proficiency Bonus | Features | Force Powers Known | Force Points | Max Power Level |
---|---|---|---|---|---|
1st | +2 | Forcecasting, Force Recovery | 8 | 4 | 1st |
2nd | +2 | Force-Empowered Casting, Force Shield | 9 | 8 | 1st |
3rd | +2 | Consular Tradition, Hidden Force | 11 | 12 | 2nd |
4th | +2 | Ability Score Improvement | 12 | 16 | 2nd |
5th | +3 | - | 14 | 20 | 3rd |
6th | +3 | Tradition feature | 15 | 24 | 3rd |
7th | +3 | - | 17 | 28 | 4th |
8th | +3 | Ability Score Improvement | 18 | 32 | 4th |
9th | +4 | - | 20 | 36 | 5th |
10th | +4 | Tradition feature | 21 | 40 | 5th |
11th | +4 | - | 23 | 44 | 6th |
12th | +4 | Ability Score Improvement | 24 | 48 | 6th |
13th | +5 | - | 26 | 52 | 7th |
14th | +5 | Tradition feature | 27 | 56 | 7th |
15th | +5 | - | 29 | 60 | 8th |
16th | +5 | Ability Score Improvement | 30 | 64 | 8th |
17th | +6 | - | 32 | 68 | 9th |
18th | +6 | Tradition feature | 33 | 72 | 9th |
19th | +6 | Ability Score Improvement | 34 | 76 | 9th |
20th | +6 | One with the Force | 35 | 80 | 9th |
\n\n\n\n
\n\n \nThe Consular \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nForce Powers Known \nForce Points \nMax Power Level \n\n \n1st \n+2 \nForcecasting, Force Recovery \n8 \n4 \n1st \n\n \n2nd \n+2 \nForce-Empowered Casting, Force Shield \n9 \n8 \n1st \n\n \n3rd \n+2 \nConsular Tradition, Hidden Force \n11 \n12 \n2nd \n\n \n4th \n+2 \nAbility Score Improvement \n12 \n16 \n2nd \n\n \n5th \n+3 \n- \n14 \n20 \n3rd \n\n \n6th \n+3 \nTradition feature \n15 \n24 \n3rd \n\n \n7th \n+3 \n- \n17 \n28 \n4th \n\n \n8th \n+3 \nAbility Score Improvement \n18 \n32 \n4th \n\n \n9th \n+4 \n- \n20 \n36 \n5th \n\n \n10th \n+4 \nTradition feature \n21 \n40 \n5th \n\n \n11th \n+4 \n- \n23 \n44 \n6th \n\n \n12th \n+4 \nAbility Score Improvement \n24 \n48 \n6th \n\n \n13th \n+5 \n- \n26 \n52 \n7th \n\n \n14th \n+5 \nTradition feature \n27 \n56 \n7th \n\n \n15th \n+5 \n- \n29 \n60 \n8th \n\n \n16th \n+5 \nAbility Score Improvement \n30 \n64 \n8th \n\n \n17th \n+6 \n- \n32 \n68 \n9th \n\n \n18th \n+6 \nTradition feature \n33 \n72 \n9th \n\n \n19th \n+6 \nAbility Score Improvement \n34 \n76 \n9th \n\n \n\n20th \n+6 \nOne with the Force \n35 \n80 \n9th \n
As a Consular, you gain the following class features.
\nHit Dice: 1d6 per Consular level
\nHit Points at 1st Level: 6 + your Constitution modifier
\nHit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st
\nArmor: None
\nWeapons: Simple lightweapons, simple vibroweapons
\nTools: None
\nSaving Throws: Wisdom, Charisma
\nSkills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:
\nClass | \nFunds | \n
Consular | \n5d4 x 100 cr | \n
\n
In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
\nYou learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.
\nYou have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
\nMany force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular class table.
\nYou may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.
\nYour forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.
\nForce save DC = 8 + your proficiency bonus + your forcecasting ability modifier
\nForce attack modifier = your proficiency bonus + your forcecasting ability modifier
\nAlso at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.
\nAt 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.
\nYou can use only one Empowerment option on a power when you cast it, unless otherwise noted.
\nWhen you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.
\nWhen you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.
\nAlternatively, when you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.
\nWhen you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.
\nWhen you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.
\nWhen you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.
\nYou can use Improved Power even if you have already used a different Empowerment option during the casting of the power.
\nWhen you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.
\nWhen you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.
\nWhen you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.
\nWhen you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.
\nYou can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.
\nIf you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.
\nYou can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.
\nWhen you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).
\nAlso at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.
\nYou can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.
\nWhen you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:
\nWhen you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.
\nYou can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.
\nWhen you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.
\nWhen you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
\nAlso at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.
\nYou can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.
\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
\nAt 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.
\nIf you want to cast it at a higher level, you must expend force points as normal.
"},"className":{"value":"Consular"},"atFlavorText":{"value":"Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.
\n@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}
\n@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}
\n@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}
\n@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}
\n@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}
\n@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}
\n@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}
\n@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}
\n@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}
\n@Compendium[sw5e.archetypes.oYAXrbXaFVAoGDLM]{Way of Technology}
\n@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}
\n@Compendium[sw5e.archetypes.vlLsGoFKFHBKyVue]{Way of Tutelage}
"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} {"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.
\nA gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.
\nFrothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.
\nThese berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
\nPeople of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.
\nBerserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
\nNot every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.
\nTheir courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
\nWhen creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?
\nWhat led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?
\nYou can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.1auJD75qZvgEEUdq]{Mercenary} background.
","chat":"","unidentified":""},"levelsTable":{"value":"Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Berserker Approach | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path Feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path Feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.
\nWhen you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.
\nAlso at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.
\nWhile raging you have resistance to all damage except psychic damage.
\nWhile raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.
\n\n\n\n
\n\n \nThe Berserker \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nRages \nRage Damage \nBerserker Instincts \n\n \n1st \n+2 \nRage, Unarmored Defense \n2 \n+2 \n— \n\n \n2nd \n+2 \nReckless Attack, Berserker Instincts \n2 \n+2 \n2 \n\n \n3rd \n+2 \nDanger Sense, Berserker Approach \n3 \n+2 \n2 \n\n \n4th \n+2 \nAbility Score Improvement \n3 \n+2 \n2 \n\n \n5th \n+3 \nExtra Attack, Fast Movement \n3 \n+2 \n2 \n\n \n6th \n+3 \nPath feature \n4 \n+2 \n2 \n\n \n7th \n+3 \nFeral Impulse \n4 \n+2 \n3 \n\n \n8th \n+3 \nAbility Score Improvement \n4 \n+2 \n3 \n\n \n9th \n+4 \nBrutal Critical (1 die) \n4 \n+3 \n3 \n\n \n10th \n+4 \nPath Feature \n4 \n+3 \n3 \n\n \n11th \n+4 \nRelentless Rage \n4 \n+3 \n3 \n\n \n12th \n+4 \nAbility Score Improvement \n5 \n+3 \n3 \n\n \n13th \n+5 \nBrutal Critical (2 dice) \n5 \n+3 \n4 \n\n \n14th \n+5 \nPath Feature \n5 \n+3 \n4 \n\n \n15th \n+5 \nPersistent Rage \n5 \n+3 \n4 \n\n \n16th \n+5 \nAbility Score Improvement \n5 \n+4 \n4 \n\n \n17th \n+6 \nBrutal Critical (3 dice) \n6 \n+4 \n5 \n\n \n18th \n+6 \nIndomitable Might \n6 \n+4 \n5 \n\n \n19th \n+6 \nAbility Score Improvement \n6 \n+4 \n5 \n\n \n\n20th \n+6 \nPrimal Champion \nUnlimited \n+4 \n5 \n
\n
As a Berserker, you gain the following class features.
\nHit Dice: 1d12 per Berserker level
\nHit Points at 1st Level: 12 + your Constitution modifier
\nHit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st
\nArmor: Light armor, medium armor
\nWeapons: All vibroweapons, simple blasters
\nTools: None
\nSaving Throws: Strength, Constitution
\nSkills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:
\nClass | \nFunds | \n
Berserker | \n5d4 x 100 cr | \n
Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.
\nWhile raging, you gain the following benefits:
\nIf you are able to cast powers, you can't cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.
\nYou can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.
\nAlso at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\nAlso at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.
\nAt 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.
\nAlso at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\nAt 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.
\nAdditionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.
\nThe instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.
\nWhile raging, you have advantage on Constitution saving throws.
\nPrerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.
\nPrerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.
Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.
Choose three damage types. While raging, you have resistance to the chosen damage types.
\nYou adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.
\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.
\nPrerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
You gain a climbing speed equal to your movement speed.
\nWhile you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.
\nYour speed increases by 10 feet.
\nPrerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.
\nPrerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.
Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.
For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.
\n@Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}
\n@Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}
\n@Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}
\n@Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}
\n@Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}
\n@Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}
\n@Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}
\n@Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}
\n@Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}
\n@Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}
\n@Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}
"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Berserker.webp","effects":[]} -{"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.
\nA sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.
\nA zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.
\nGuardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.
\nAn unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.
\nThe guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.
\nWhile creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?
\nYou can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.
","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"Test
"},"classFeatures":{"value":"\n\n\n\n
\n\n \nThe Guardian \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nForce Powers Known \nForce Points \nMax Power Level \nFocused Strikes \n\n \n1st \n+2 \nForcecasting, Channel the Force \n5 \n2 \n1st \n- \n\n \n2nd \n+2 \nForce-Empowered Strikes, Fighting Style \n7 \n4 \n1st \n2d8 \n\n \n3rd \n+2 \nGuardian Aura, Guardian Focus \n9 \n6 \n1st \n2d8 \n\n \n4th \n+2 \nAbility Score Improvement \n10 \n8 \n1st \n2d8 \n\n \n5th \n+3 \nExtra Attack \n12 \n10 \n2nd \n3d8 \n\n \n6th \n+3 \nForce Purity \n13 \n12 \n2nd \n3d8 \n\n \n7th \n+3 \nFocus feature \n14 \n14 \n2nd \n3d8 \n\n \n8th \n+3 \nAbility Score Improvement \n15 \n16 \n2nd \n3d8 \n\n \n9th \n+4 \nGuardian Aura (15-foot radius) \n17 \n18 \n3rd \n4d8 \n\n \n10th \n+4 \nGuardian Aura (two auras) \n18 \n20 \n3rd \n4d8 \n\n \n11th \n+4 \nImproved Force-Empowered Strikes \n19 \n22 \n3rd \n4d8 \n\n \n12th \n+4 \nAbility Score Improvement \n20 \n24 \n3rd \n4d8 \n\n \n13th \n+5 \n- \n22 \n26 \n4th \n5d8 \n\n \n14th \n+5 \nCleansing Touch \n23 \n28 \n4th \n5d8 \n\n \n15th \n+5 \nFocus feature \n24 \n30 \n4th \n5d8 \n\n \n16th \n+5 \nAbility Score Improvement \n25 \n32 \n4th \n5d8 \n\n \n17th \n+6 \nGuardian Aura (30-foot radius) \n27 \n34 \n5th \n6d8 \n\n \n18th \n+6 \nGuardian Aura (three auras) \n28 \n36 \n5th \n6d8 \n\n \n19th \n+6 \nAbility Score Improvement \n29 \n38 \n5th \n6d8 \n\n \n\n20th \n+6 \nFocus feature \n30 \n40 \n5th \n6d8 \n
As a Guardian, you gain the following class features.
\nHit Dice: 1d10 per Guardian level
\nHit Points at 1st Level: 10 + your Constitution modifier
\nHit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.
\nArmor: Light armor, medium armor
\nWeapons: All lightweapons, all vibroweapons
\nTools: None
\nSaving Throws: Constitution, Charisma
\nSkills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:
\nClass | \nFunds | \n
Guardian | \n8d4 x 100 cr | \n
\n
Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
\nYou learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.
\nYou have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
\nMany force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.
\nYou may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.
\nYour forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.
\nForce save DC = 8 + your proficiency bonus + your forcecasting ability modifier
\nForce attack modifier = your proficiency bonus + your forcecasting ability modifier
\nYou know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.
\nSome Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.
\nYou can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.
\nAs an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.
\nAs a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.
\nStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.
\nAlso at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.
\nWhen you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.
\nAlso at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.
\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nBy 6th level, the Force flowing through you makes you immune to poison and disease.
\nBy 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.
\nBeginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.
\nThe auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.
\nAt 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.
\nWhenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.
\nYou and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.
\nYou and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).
\nWhenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).
\nWhenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
\nWhenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).
\nYou and friendly creatures within 5 feet of you have resistance to damage from force powers.
\nDifferent guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.
\n@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}
\n@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}
\n@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}
\n@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}
\n@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}
\n@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}
\n@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}
\n@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}
\n@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}
\n@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}
\n@Compendium[sw5e.archetypes.d8bJ4P3egKuTw5Ao]{Vonil/Ishu Form}
\n@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}
"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]} +{"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.
\nA sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.
\nA zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.
\nGuardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.
\nAn unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.
\nThe guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.
\nWhile creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?
\nYou can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.
","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"Test
"},"classFeatures":{"value":"\n\n\n\n
\n\n \nThe Guardian \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nForce Powers Known \nForce Points \nMax Power Level \nFocused Strikes \n\n \n1st \n+2 \nForcecasting, Channel the Force \n5 \n2 \n1st \n- \n\n \n2nd \n+2 \nForce-Empowered Strikes, Fighting Style \n7 \n4 \n1st \n2d8 \n\n \n3rd \n+2 \nGuardian Aura, Guardian Focus \n9 \n6 \n1st \n2d8 \n\n \n4th \n+2 \nAbility Score Improvement \n10 \n8 \n1st \n2d8 \n\n \n5th \n+3 \nExtra Attack \n12 \n10 \n2nd \n3d8 \n\n \n6th \n+3 \nForce Purity \n13 \n12 \n2nd \n3d8 \n\n \n7th \n+3 \nFocus feature \n14 \n14 \n2nd \n3d8 \n\n \n8th \n+3 \nAbility Score Improvement \n15 \n16 \n2nd \n3d8 \n\n \n9th \n+4 \nGuardian Aura (15-foot radius) \n17 \n18 \n3rd \n4d8 \n\n \n10th \n+4 \nGuardian Aura (two auras) \n18 \n20 \n3rd \n4d8 \n\n \n11th \n+4 \nImproved Force-Empowered Strikes \n19 \n22 \n3rd \n4d8 \n\n \n12th \n+4 \nAbility Score Improvement \n20 \n24 \n3rd \n4d8 \n\n \n13th \n+5 \n- \n22 \n26 \n4th \n5d8 \n\n \n14th \n+5 \nCleansing Touch \n23 \n28 \n4th \n5d8 \n\n \n15th \n+5 \nFocus feature \n24 \n30 \n4th \n5d8 \n\n \n16th \n+5 \nAbility Score Improvement \n25 \n32 \n4th \n5d8 \n\n \n17th \n+6 \nGuardian Aura (30-foot radius) \n27 \n34 \n5th \n6d8 \n\n \n18th \n+6 \nGuardian Aura (three auras) \n28 \n36 \n5th \n6d8 \n\n \n19th \n+6 \nAbility Score Improvement \n29 \n38 \n5th \n6d8 \n\n \n\n20th \n+6 \nFocus feature \n30 \n40 \n5th \n6d8 \n
As a Guardian, you gain the following class features.
\nHit Dice: 1d10 per Guardian level
\nHit Points at 1st Level: 10 + your Constitution modifier
\nHit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.
\nArmor: Light armor, medium armor
\nWeapons: All lightweapons, all vibroweapons
\nTools: None
\nSaving Throws: Constitution, Charisma
\nSkills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:
\nClass | \nFunds | \n
Guardian | \n8d4 x 100 cr | \n
\n
Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
\nYou learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.
\nYou have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
\nMany force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.
\nYou may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.
\nYour forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.
\nForce save DC = 8 + your proficiency bonus + your forcecasting ability modifier
\nForce attack modifier = your proficiency bonus + your forcecasting ability modifier
\nYou know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.
\nSome Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.
\nYou can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.
\nAs an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.
\nAs a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.
\nStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.
\nAlso at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.
\nWhen you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.
\nAlso at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.
\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nBy 6th level, the Force flowing through you makes you immune to poison and disease.
\nBy 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.
\nBeginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.
\nThe auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.
\nAt 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.
\nWhenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.
\nYou and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.
\nYou and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).
\nWhenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).
\nWhenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
\nWhenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).
\nYou and friendly creatures within 5 feet of you have resistance to damage from force powers.
\nDifferent guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.
\n@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}
\n@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}
\n@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}
\n@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}
\n@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}
\n@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}
\n@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}
\n@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}
\n@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}
\n@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}
\n@Compendium[sw5e.archetypes.oOTB2Grnl3gqyDhp]{Aqinos Form}
\n@Compendium[sw5e.archetypes.d8bJ4P3egKuTw5Ao]{Vonil/Ishu Form}
\n@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}
"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]} {"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.
\nInside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.
\nA Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.
\nEvery machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.
\nWhile perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.
\nIt takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.
\nWhile creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?
\nYou can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.
","chat":"","unidentified":""},"levelsTable":{"value":"Level | \nProficiency Bonus | \nFeatures | \nTech Powers Known | \nTech Points | \nMax Power Level | \nModification Slots | \n
---|---|---|---|---|---|---|
1 | \n+2 | \nTechcasting, Potent Aptitude (d6) | \n6 | \n2 | \n1st | \n- | \n
2 | \n+2 | \nInfuse Item, Tool Expertise | \n7 | \n4 | \n1st | \n- | \n
3 | \n+2 | \nEngineering Discipline | \n9 | \n6 | \n2nd | \n4 | \n
4 | \n+2 | \nAbility Score Improvement | \n10 | \n8 | \n2nd | \n4 | \n
5 | \n+3 | \nPotent Aptitude (d8), Quick Thinking | \n11 | \n10 | \n3rd | \n5 | \n
6 | \n+3 | \nEngineering Discipline feature | \n12 | \n12 | \n3rd | \n5 | \n
7 | \n+3 | \n- | \n13 | \n14 | \n4th | \n5 | \n
8 | \n+3 | \nAbility Score Improvement | \n14 | \n16 | \n4th | \n6 | \n
9 | \n+4 | \n- | \n15 | \n18 | \n5th | \n6 | \n
10 | \n+4 | \nPotent Aptitude (d10) | \n16 | \n20 | \n5th | \n6 | \n
11 | \n+4 | \n- | \n17 | \n22 | \n6th | \n7 | \n
12 | \n+4 | \nAbility Score Improvement | \n18 | \n24 | \n6th | \n7 | \n
13 | \n+5 | \n- | \n19 | \n26 | \n7th | \n7 | \n
14 | \n+5 | \nEngineering Discipline feature | \n20 | \n28 | \n7th | \n8 | \n
15 | \n+5 | \nPotent Aptitude (d12) | \n21 | \n30 | \n8th | \n8 | \n
16 | \n+5 | \nAbility Score Improvement | \n22 | \n32 | \n8th | \n8 | \n
17 | \n+6 | \n- | \n23 | \n34 | \n9th | \n9 | \n
18 | \n+6 | \nEngineering Discipline feature | \n24 | \n36 | \n9th | \n9 | \n
19 | \n+6 | \nAbility Score Improvement | \n25 | \n38 | \n9th | \n9 | \n
20 | \n+6 | \nTech Mastery | \n26 | \n40 | \n9th | \n9 | \n
\n\n\n\n
\n\n \nThe Engineer \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nTech Powers Known \nTech Points \nMax Power Level \nPotent Aptitude \nModification Slots \n\n \n1 \n+2 \nTechcasting, Potent Aptitude \n6 \n2 \n1st \nd4 \n- \n\n \n2 \n+2 \nInfuse Item (+1), Tool Expertise \n7 \n4 \n1st \nd4 \n- \n\n \n3 \n+2 \nEngineering Discipline \n9 \n6 \n2nd \nd4 \n4 \n\n \n4 \n+2 \nAbility Score Improvement \n10 \n8 \n2nd \nd4 \n4 \n\n \n5 \n+3 \nQuick Thinking \n12 \n10 \n3rd \nd6 \n5 \n\n \n6 \n+3 \nEngineering Discipline feature \n13 \n12 \n3rd \nd6 \n5 \n\n \n7 \n+3 \n- \n15 \n14 \n4th \nd6 \n5 \n\n \n8 \n+3 \nAbility Score Improvement \n16 \n16 \n4th \nd6 \n5 \n\n \n9 \n+4 \n- \n18 \n18 \n5th \nd8 \n6 \n\n \n10 \n+4 \nInfuse Item (+2) \n19 \n20 \n5th \nd8 \n6 \n\n \n11 \n+4 \n- \n21 \n22 \n6th \nd8 \n7 \n\n \n12 \n+4 \nAbility Score Improvement \n22 \n24 \n6th \nd8 \n7 \n\n \n13 \n+5 \n- \n23 \n26 \n7th \nd10 \n8 \n\n \n14 \n+5 \nEngineering Discipline feature \n24 \n28 \n7th \nd10 \n8 \n\n \n15 \n+5 \nInfuse Item (+3) \n25 \n30 \n8th \nd10 \n8 \n\n \n16 \n+5 \nAbility Score Improvement \n26 \n32 \n8th \nd10 \n8 \n\n \n17 \n+6 \n- \n27 \n34 \n9th \nd12 \n9 \n\n \n18 \n+6 \nEngineering Discipline feature \n28 \n36 \n9th \nd12 \n9 \n\n \n19 \n+6 \nAbility Score Improvement \n29 \n38 \n9th \nd12 \n9 \n\n \n\n20 \n+6 \nTech Mastery \n30 \n40 \n9th \nd12 \n9 \n
As a Engineer, you gain the following class features.
\nHit Dice: 1d8 per Engineer level
\nHit Points at 1st Level: 8 + your Constitution modifier
\nHit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st
\nWeapons: Simple blasters, simple vibroweapons
\nTools: Tinker's tools, and one of your choice
\nSaving Throws: Constitution, Intelligence
\nSkills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:
\nClass | \nFunds | \n
Engineer | \n6d4 x 100 cr | \n
Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.
\nYou learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.
\nYou have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
\nMany tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer class table.
\nYou may only cast tech powers at 6th, 7th, 8th, and 9th level once. You regain the ability to do so after a long rest.
\nIntelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.
\nTech save DC = 8 + your proficiency bonus + your Intelligence modifier
\nTech attack modifier = your proficiency bonus + your Intelligence modifier
\nYou use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.
\nAlso at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.
\nA creature can have only one Potent Aptitude die at a time.
\nYou can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\nAt 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
\nOnce you've used this feature, you can't use it again until you finish a long rest.
\nThis bonus increases to +2 at 10th level and +3 at 15th level.
\nAlso at 2nd level, you gain expertise in any tool proficiencies you gain from this class.
\nStarting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.
\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
\nBeginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.
\nAt 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.
\nAdditionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.
\nThe wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.
\n@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}
\n@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}
\n@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}
\n@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}
\n@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}
\n@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}
\n@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech Engineering}
\n@Compendium[sw5e.archetypes.twfIPWNHeTNnY0PH]{Construction Engineering}
\n@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}
\n@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}
\n@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}
"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Engineer.webp","effects":[]} {"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.
\nDeep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.
\nA twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.
\nScholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.
\nA true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.
\nFor scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.
\nAs you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.
\nYou can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the @Compendium[sw5e.backgrounds.aiBPuaLODR08hveu]{Noble} background.
","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"Test
"},"classFeatures":{"value":"\n\n\n\n
\n\n \nThe Scholar \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nAcademic Superiority \nSuperiority Dice \nManeuvers Known \nDiscoveries \n\n \n1st \n+2 \nAcademic Superiority, Critical Analysis \nd4 \n2 \n2 \n- \n\n \n2nd \n+2 \nDiscovery, Sage Advice (long rest) \nd4 \n2 \n2 \n2 \n\n \n3rd \n+2 \nExpertise, Academic Pursuit \nd4 \n4 \n4 \n4 \n\n \n4th \n+2 \nAbility Score Improvement \nd4 \n4 \n4 \n4 \n\n \n5th \n+3 \nMultitasker \nd6 \n4 \n4 \n5 \n\n \n6th \n+3 \nPursuit feature \nd6 \n4 \n4 \n5 \n\n \n7th \n+3 \n- \nd6 \n6 \n6 \n5 \n\n \n8th \n+3 \nAbility Score Improvement \nd6 \n6 \n6 \n5 \n\n \n9th \n+4 \nPursuit feature \nd8 \n6 \n6 \n6 \n\n \n10th \n+4 \nExpertise \nd8 \n6 \n6 \n6 \n\n \n11th \n+4 \n- \nd8 \n8 \n8 \n7 \n\n \n12th \n+4 \nAbility Score Improvement \nd8 \n8 \n8 \n7 \n\n \n13th \n+5 \nSage Advice (short rest) \nd10 \n8 \n8 \n8 \n\n \n14th \n+5 \nCalm and Collected \nd10 \n8 \n8 \n8 \n\n \n15th \n+5 \n- \nd10 \n10 \n10 \n8 \n\n \n16th \n+5 \nAbility Score Improvement \nd10 \n10 \n10 \n8 \n\n \n17th \n+6 \nPursuit feature \nd12 \n10 \n10 \n9 \n\n \n18th \n+6 \nAdaptable Intellectual \nd12 \n10 \n10 \n9 \n\n \n19th \n+6 \nAbility Score Improvement \nd12 \n10 \n10 \n9 \n\n \n\n20th \n+6 \nKnowledge Unbound \nd12 \n10 \n10 \n9 \n
As a Scholar, you gain the following class features.
\nHit Dice: 1d8 per Scholar level
\nHit Points at 1st Level: 8 + your Constitution modifier
\nHit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st
\nArmor: Light armor
\nWeapons: Simple blasters, simple vibroweapons, techblades
\nTools: Any one
\nSaving Throws: Wisdom, Intelligence
\nSkills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:
\nClass | \nFunds | \n
Scholar | \n6d4 x 100 cr | \n
Beginning at 1st 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 scholar class 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 d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar class table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar class table. A superiority die is expended when you use it.
\nYou 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 Intelligence modifier
\nThe maneuvers are presented in alphabetical order.
\nAs an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.
\nYou can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.
\nWhen you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s speed is reduced by 10 feet until the end of their next turn.
\nYou can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your 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 weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
\nWhen a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.
\nAs a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.
\nWhen you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.
\nWhen an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.
\nAt 1st level, you are able to 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 turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:
\nAs you adventure, your studies have helped you discover new practices you can apply to your skills.
\nAt 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.
\nAdditionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.
\nWhen you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.
\nOnce you've used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.
\nAt 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.
\nAt 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
\nAt 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.
\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
\nStarting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.
\nAdditionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.
\nBeginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.
\nOnce you have used this feature, you must wait until a short or long rest before using it again.
\nAt 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.
\nWhen you reach 20th level, you are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.
\nYour pursuit is a representation of which fields you have studied or how you practically apply your knowledge.
\nThe discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.
\nYou can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.
\nPrerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.
You learn three additional languages of your choice.
\nYou my choose this discovery multiple times.
\nYou gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.
\nYou can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.
\nWhen you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.
\nPrerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.
You also gain resistance to psychic damage.
\nYou gain proficiency in a skill and a tool, or two tools.
\nYou can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.
\nPrerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.
When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.
\nPrerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.
Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.
Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.
\nYou only need 4 hours of sleep to gain the benefit of a long rest.
\nAdditionally, you have advantage on saving throws against exhaustion.
\nWhen you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.
\nAdditionally, you have advantage on saving throws against poison.
\nPrerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.
Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.
\nYou can select this discovery multiple times. Each time you do so, you must choose a different power.
\nYou can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.
"},"className":{"value":"Scholar"},"atFlavorText":{"value":"Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge. Your pursuit grants you features at 3rd, 6th, 9th, and 17th level.
\n@Compendium[sw5e.archetypes.HOGXsFNkpWruE1Wd]{Archaeologist Pursuit}
\n@Compendium[sw5e.archetypes.jTIquPrCJE4cdUTt]{Chef Pursuit}
\n@Compendium[sw5e.archetypes.PI1B9vYofzCXU9so]{Doctor Pursuit}
\n@Compendium[sw5e.archetypes.rhte8G7Duf9dtKLV]{Explorer Pursuit}
\n@Compendium[sw5e.archetypes.lGoI3XalF3gv8el4]{Gambler Pursuit}
\n@Compendium[sw5e.archetypes.nP8lpZPBh0HGKUJR]{Geneticist Pursuit}
\n@Compendium[sw5e.archetypes.UZCwqqLLp7IBjqku]{Politician Pursuit}
\n@Compendium[sw5e.archetypes.ovm5WJyAM317IC4K]{Slicer Pursuit}
\n@Compendium[sw5e.archetypes.OZ0ln6ZxQgdEUxoy]{Tactician Pursuit}
\n@Compendium[sw5e.archetypes.c89hsFFZG4WGlYcV]{Zoologist Pursuit}
"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Abilities Wisdom Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scholar.webp","effects":[]} {"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.
\nWith his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.
\nTaking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.
\nFighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.
\nMany fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.
\nMost fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.
\nWhile creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?
\nYou can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.
","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"Test
"},"classFeatures":{"value":"\n\n\n\n
\n\n \nThe Fighter \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nSuperiority Dice \nManeuvers Known \n\n \n1st \n+2 \nFighting Style, Second Wind \n- \n- \n\n \n2nd \n+2 \nAction Surge (one use), Combat Superiority \n2 \n2 \n\n \n3rd \n+2 \nFighter Specialty \n2 \n2 \n\n \n4th \n+2 \nAbility Score Improvement \n2 \n2 \n\n \n5th \n+3 \nExtra Attack \n2 \n2 \n\n \n6th \n+3 \nAbility Score Improvement \n2 \n2 \n\n \n7th \n+3 \nFighter Specialty feature \n3 \n3 \n\n \n8th \n+3 \nAbility Score Improvement \n3 \n3 \n\n \n9th \n+4 \nIndomitable (one use) \n3 \n3 \n\n \n10th \n+4 \nFighter Specialty feature \n3 \n3 \n\n \n11th \n+4 \nGreater Extra Attack \n3 \n4 \n\n \n12th \n+4 \nAbility Score Improvement \n3 \n4 \n\n \n13th \n+5 \nIndomitable (two uses) \n3 \n4 \n\n \n14th \n+5 \nAbility Score Improvement \n3 \n4 \n\n \n15th \n+5 \nFighter Specialty feature \n4 \n5 \n\n \n16th \n+5 \nAbility Score Improvement \n4 \n5 \n\n \n17th \n+6 \nAction Surge (two uses), Indomitable (three uses) \n4 \n5 \n\n \n18th \n+6 \nFighter Specialty feature \n4 \n5 \n\n \n19th \n+6 \nAbility Score Improvement \n4 \n5 \n\n \n\n20th \n+6 \nMaster of Combat \n4 \n5 \n
As a Fighter, you gain the following class features.
\nHit Dice: 1d10 per Fighter level
\nHit Points at 1st Level: 10 + your Constitution modifier
\nHit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
\nArmor: All armor
\nWeapons: All blasters, all vibroweapons
\nTools: None
\nSaving Throws: Strength, Constitution
\nSkills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:
\nClass | \nFunds | \n
Fighter | \n8d4 x 100 cr | \n
\n
Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.
\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
\nOnce you’ve used this feature, you must finish a short or long rest before you can use it again.
\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
\nOnce you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
\nAlso at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
\nYou learn 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 fighter class 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 d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class 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 Strength or Dexterity modifier (your choice)
\nThe maneuvers are presented in alphabetical order.
\nWhen you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
\nWhen you hit a creature with a 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. You 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 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 move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
\nYou can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
\nWhen you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
\nWhen you hit a creature with a 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 weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
\nWhen another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
\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 you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
\nOn your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
\nWhen a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
\nWhen you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
\nAt 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
\nWhen you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\nBeginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.
\nAdditionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.
\nAt 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.
\nAdditionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.
"},"className":{"value":"Fighter"},"atFlavorText":{"value":"Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.
\n@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}
\n@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}
\n@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}
\n@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}
\n@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}
\n@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}
\n@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}
\n@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}
\n@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}
\n@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}
\n@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}
"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Fighter%20Alt.webp","effects":[]}