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{"name":"Traz","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Musical%20Instrument/Traz.webp","_id":"UQu4duMtxYEXKAbo"} {"name":"Tent, two-person","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":5,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Tent.webp","_id":"UxL0trd3omeqzBk4"} {"name":"Homing Beacon","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":450,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Homing%20Beacon.webp","_id":"V2hSxkLfq461mvNz"} -{"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation": {"type": "none","cost": null,"condition": ""},"duration": {"value": null,"units": ""},"target": {"value": null,"width": null,"units": "","type": ""},"range":{"value": null,"long": null,"units": ""},"uses": {"value": 100,"max": "100","per": "charges","autoDestroy": false},"consume": {"type": "","target": "","amount": null},"ability": null,"actionType": "","attackBonus": 0,"chatFlavor": "","critical": null,"damage": {"parts": [],"versatile": ""},"formula": "","save": {"ability": "","dc": null,"scaling": "spell"},"consumableType": "ammo","attributes": {"spelldc": 10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"} {"name":"Propulsion pack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

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

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

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

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

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

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":6,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Storage/Smugglerpack.webp","_id":"Zlj5z56A4oVQ5iEC"} @@ -96,7 +95,7 @@ {"name":"Thermal Detonator","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

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

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

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

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

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0,"price":2,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":240,"max":240,"per":"charges","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Slug%20Cartridge.webp","_id":"u4xaL0xLRJobIj30"} {"name":"Yarrock","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

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

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

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

\n

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

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

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":5,"price":150,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Kit/Forgery%20Kit.webp","_id":"uoNaJRSb7ocwldUu"} diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index f4a4c086..cadbc5b8 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -42,6 +42,7 @@ {"_id":"PI1B9vYofzCXU9so","name":"Doctor Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Doctor Pursuit

\n

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

\n

Medical Practitioner

\n

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

\n

Remote Healer

\n

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

\n

Additional Maneuvers

\n

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

\n

Adrenaline Hit

\n

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

\n

Emergency Prescription

\n

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

\n

Enhancement Injection

\n

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

\n

Neuroblock

\n

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

\n

Reassure

\n

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

\n

Remove Toxins

\n

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

\n

Smelling Salts

\n

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

\n

Transfusion

\n

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

\n

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

\n

Weak Point Strike

\n

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

\n

Field Surgeon

\n

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

\n

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

\n

Resuscitate

\n

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

\n

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

\n

Panacea

\n

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

\n

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

\n

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

\n

Discoveries (Doctor)

\n

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

\n

Advanced Remote Healer

\n

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

\n

Experimental Treatments

\n

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

\n

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

\n

From the Brink

\n

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

\n

Health Advisor

\n

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

\n

Patient Protector

\n

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

\n

Surgical Precision

\n

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

\n

Tend the Wounded

\n

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

\n

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

\n

    Side Effects

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

Jal Shey Order

\n

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

\n

Mystical Erudition

\n

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

\n

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

\n\n

Extort Truth

\n

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

\n

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

\n

Preternatural Counter

\n

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

\n

Mercurial Mind

\n

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

\n

Debilitating Barrage

\n

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

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

Juggernaut Approach

\n

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

\n

Armored Brute

\n

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

\n

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

\n

Unstoppable Force

\n

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

\n

Raging Bulwark

\n

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

\n

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

\n

Overwhelming Cleave

\n

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

\n

Relentless Assault

\n

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

\n

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

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

Artillerist Technique

\n

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

\n

Modular Munitions

\n

Artillerist Technique: 3rd level

\n

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

\n

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

\n\n

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

\n

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

\n

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

\n

Mark of the Artillerist

\n

Artillerist Technique: 3rd and 11th level

\n

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

\n

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

\n

Sundered Defenses

\n

Artillerist Technique: 7th level

\n

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

\n

Target Masking

\n

Artillerist Technique: 11th level

\n

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

\n

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

\n

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

\n

Master of Ordnance

\n

Artillerist Technique: 15th level

\n

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

\n\n

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

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

Scrapper Practice

\n

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

\n

Back Blast

\n

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

\n

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

\n

Upper Hand

\n

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

\n

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

\n

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

\n

Brutal Hit

\n

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

\n

Low Blow

\n

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

\n

Shank Shot

\n

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

\n

Sleight of Foot

\n

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

\n

Hostile Negotiations

\n

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

\n

Double Tap

\n

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

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

Tactical Specialist

\n

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

\n

Improved Combat Superiority

\n

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

\n

Additional Maneuvers

\n

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

\n

Additional Superiority Dice

\n

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

\n

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

\n

Student of War

\n

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

\n

Know Your Enemy

\n

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

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

Signature Maneuver

\n

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

\n

Relentless

\n

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

\n

Greater Signature Maneuver

\n

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

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

Gadgeteer Engineering

\n

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

\n

Bonus Proficiencies

\n

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

\n

Gadgeteer Harness

\n

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

\n

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

\n

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

\n

Projected Barrier

\n

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

\n

Environmental Barrier

\n

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

\n

Physical Barrier

\n

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

\n

Versatile Direction

\n

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

\n

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

\n

Reinforced Barriers

\n

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

\n

Adaptive Barrier

\n

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

\n

Gadgeteer Contraptions

\n

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

\n

Advanced Grounding System

\n

Prerequisite: 13th level

\n

Prerequisite: Prototype Grounding System

\n

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

\n

Auto-Injection Regenerator

\n

Prerequisite: 5th level

\n

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

\n

Autothrusters

\n

Prerequisite: Jet Pack

\n

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

\n

Climbing Gloves

\n

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

\n

Darkvision Goggles

\n

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

\n

Extended Tank

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

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

\n

Flame Vents

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

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

\n

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

\n

Grounding System

\n

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

\n

Integrated Inhibitor

\n

Prerequisite: 5th level

\n

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

\n

Integrated Targeter

\n

Prerequisite: 5th level

\n

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

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

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

\n

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

\n

Jet Pack

\n

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

\n

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

\n

Mechanical Arm

\n

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

\n

You can choose this modification twice.

\n

Mimicker

\n

Prerequisite: 9th level

\n

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

\n

Miniaturized Hydraulics

\n

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

\n

Oil Spill

\n

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

\n

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

\n

Powered Grappling Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

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

\n

Prototype Grounding System

\n

Prerequisite: 9th level

\n

Prerequisite: Grounding System

\n

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

\n

Prototype Thruster

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

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

\n

Quick Start Engine

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

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

\n

Recycled Adrenals

\n

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

\n

Recycled Explosives

\n

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

\n

Recycled Stimpacs

\n

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

\n

Sentry Turret

\n

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

\n

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

\n

Shocking Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

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

\n

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

\n

Stealth Field Generator

\n

Prerequisite: 9th level

\n

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

\n

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

\n

Shocking Barrier

\n

Prerequisite: 5th level

\n

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

\n

Truesight Goggles

\n

Prerequisite: 11th level

\n

Prerequisite: Darkvision Goggles

\n

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

\n

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

\n

Weapon Integration

\n

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

\n

Wrist-Mounted Grappling Hook

\n

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

\n

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

\n

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

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gadgeteer%20Engineering.webp","effects":[]} @@ -100,7 +101,6 @@ {"_id":"r7BKY5yWig2vhW5i","name":"Way of Telekinetics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Telekinetics

\n

The consular knows how to manipulate the essence of the surrounding elements with the power of the Force. Those consulars who follow the Way of Telekinetics create torrential gusts of telekinetic energy, forming a potent combination that can pummel even the toughest adversaries into submission.

\n

Staggering Stratagem

\n

When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

\n

Mighty Blast

\n

At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

\n

This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

\n

Size Matters Not

\n

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

\n

Repulsing Wave

\n

At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n

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

\n

My Ally is the Force

\n

Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Telekinetics.webp","effects":[]} {"_id":"rW7zqxiNXePBLnui","name":"Form II: Makashi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form II: Makashi

\n

Form II, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.GBccAWbpxgNPTz0D]{Makashi Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Ysalamiri

\n

Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

\n

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

\n

Channel the Force

\n

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

\n

Makashi Riposte

\n

When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

\n

If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.

\n

Shatterpoint

\n

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weak-nesses, and learn certain informat-ion about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n\n

Glancing Blow

\n

Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Master of Contention

\n

At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Makashi%20Form.webp","effects":[]} {"_id":"rhte8G7Duf9dtKLV","name":"Explorer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Explorer Pursuit

\n

The explorer strives to navigate past the known to discover new planets, forgotten ruins, or forbidden locations. Those scholars who choose the Explorer Pursuit spend their time studying maps, landmarks, architecture blue prints, or even history books, using them to effectively lead the way for their companions.

\n

Focused Navigator

\n

Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

\n

Surveyed Area

\n

At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

\n

Additional Maneuvers

\n

When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Effective Flanking

\n

Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

\n

On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

\n

Encouraging Pace

\n

You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

\n

No Escape

\n

Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature's movement speed becomes 0 until the start of its next turn.

\n

Precise Movements

\n

When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature's speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

\n

Snare Traps

\n

You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

\n

On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

\n

Superior Counterattack

\n

Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

\n

Wrestle and Drag

\n

When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

\n

Field Advantage

\n

At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

\n

Unstoppable Adventurer

\n

At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

\n

Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

\n

Survey Master

\n

Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

\n

Discoveries (Explorer)

\n

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

\n

Cover Adept

\n

Prerequisite: 12th level

\n

You treat half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

\n

Dungeon Explorer

\n

You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

\n

In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

\n

Galactic Explorer

\n

Prerequisite: 9th level

\n

When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

\n

Grappling Hunter

\n

Prerequisite: 5th level

\n

Attack rolls that you make against creatures that you are grappling have advantage.

\n

High Ground

\n

Prerequisite: 5th level

\n

Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

\n

No Stone Left Unturned

\n

When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

\n

Versatile Explorer

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

"},"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/Explorer%20Pursuit.webp","effects":[]} -{"_id":"sgoAH5OjfxsXf2fp","name":"Artillerist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Artillerist Technique

\n

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

\n

Bonus Proficiencies

\n

You gain proficiency in artillerist's kits.

\n

Turret Companion

\n

When you choose this technique at 3rd level, you learn to apply your knowledge of artillery to construct your own portable turret.

\n

You start with a Small turret, which is detailed at the end of this technique. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finish your turret.

\n

If your turret is irreparably destroyed, you can spend an additional 500 cr worth of material and 8 hours to create a new turret. You may only have one turret companion at a time.

\n

Your turret has the following benefits:

\n\n

Your turret has two modes: deployed and undeployed. Your turret can take no actions while undeployed. You can deploy or undeploy your turret at any time on your turn (no action required), but the effect doesn't occur until the start of your next turn.

\n

Mark of the Artillerist

\n

Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger's Quarry, you can roll your Ranger's Quarry die and add it to the damage roll.

\n

Battlefront

\n

Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.

\n

At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

\n

Crisis Management

\n

Starting at 11th level, while you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes.

\n

Double Up

\n

At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

\n

Generating Your Turret

\n

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

\n

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

\n

Turret Features

\n

All turrets share the following traits.

\n

Hit Points

\n\n

Resistances and Vulnerabilities

\n\n

Features

\n\n

Turret Upgrades

\n

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

\n

Augmenting Barrier

\n

Prerequisite: 5th level

\n

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

\n

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

\n

Autoreload

\n

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

\n

Climbing Turret

\n

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

\n

Cloaking Barrier

\n

Prerequisite: 5th level

\n

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

\n

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

\n

Deployment Accelerator

\n

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

\n

Disguised Turret

\n

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

\n

Hovering Turret

\n

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

\n

Integrated Grenade Launcher

\n

You integrate a grenade launcher into your turret.

\n

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

\n

Integrated Projector

\n

You integrate a vapor projector into your turret.

\n

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

\n

Integrated Rocket Launcher

\n

You integrate a rocket launcher into your turret.

\n

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

\n

Longbow

\n

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

\n

Phalanx Barrier

\n

Prerequisite: 5th level

\n

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

\n

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

\n

Ram Attachment

\n

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

\n

Recurring Action

\n

Prerequisite: 9th level

\n

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

\n

Rejuvenating Barrier

\n

Prerequisite: 5th level

\n

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

\n

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

\n

Sentry

\n

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

\n

Size: Large

\n

Prerequisite: Size: Medium

\n

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

\n

Size: Medium

\n

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

\n

Suppressing Fire

\n

Prerequisite: 11th level

\n

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

\n

Turret Coverage

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"artillerist's kit","mode":"+","targetSpecific":false,"id":1,"itemId":"sgoAH5OjfxsXf2fp","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique.webp","effects":[]} {"_id":"t5LS6epj3270S38n","name":"Form VIII: Sokan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VIII: Sokan

\n

Form VIII, also known as Persistence Form, uses determined movements followed by swift strokes to keep their opponents' footing unsteady. Those guardians who focus on Persistence Form make use of the terrain, trying to maneuver their opponents into vulnerable areas before dispatching them.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.Xg7qB6sQLw3V6V4p]{Sokan Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Varactyl

\n

Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove or to avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).

\n

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

\n

Channel the Force

\n

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

\n

High Ground Defense

\n

When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that opponent without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.

\n

Unwavering Self

\n

Beginning at 7th level, if you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.

\n

Once you've used this feature, you must complete a long rest before you can use it again. At 15th level you can use this feature twice between long rests.

\n

Unhindered Charge

\n

Starting at 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.

\n

Master of Persistence

\n

At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sokan%20Form.webp","effects":[]} {"_id":"tND6Q1akd5unb3jf","name":"Path of Synthesis","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Synthesis

\n

There is power in diversification unknown to those of narrow mind. Those sentinels who follow the Path of Synthesis blend their intricate mastery of the Force with their understanding of technology, creating unique effects to overcome their obstacles.

\n

Techcasting Secrets

\n

Starting when you choose this calling at 3rd level, you have learned to intersperse your training with an aptitude for technology. Choose two tech powers of 1st-level or lower. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the sentinel class table. You still require the aid of a wristpad for these powers.

\n

At 7th-level, you learn two tech powers of 2nd-level or lower. At 13th level, you learn two tech powers of 3rd-level or lower. At 17th level, you learn two tech powers of 4th-level or lower. 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.

\n

Synthetic Understanding

\n

Also at 3rd level, you've applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.

\n

Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.

\n

Finally, when you deal damage with a tech power or Kinetic Combat attack, you can choose to substitute the damage dealt as ion.

\n

Force-Empowered Tech

\n

At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.

\n

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

\n

Disruption Pulse

\n

As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.

\n

Forced Override

\n

When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).

\n

Techcasting Insight

\n

As an action, you can attempt to determine another creature's experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target's Intelligence (Technology) check. If you succeed, you immediately learn the target's techcasting Max Power Level, as well as any tech powers currently affecting the target.

\n

Improved Force-Empowered Tech

\n

By 13th level, you've gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.

\n

Harmonic Synthesis

\n

When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.

\n

Conservation of Energy

\n

When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).

\n

Reflective Shield

\n

At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Synthesis.webp","effects":[]} {"_id":"taNiZralaSUdH6a2","name":"Matukai Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Matukai Order

\n

Monks of the Matukai Order center their philosophy around a balance and harmony between the spiritual Force and the physical body, using exercise as a form of meditation. They channel the Force through their bodies, turning themselves into exceptional warriors.

\n

Force-Enhanced Strikes

\n

Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to deal it an additional 1d6 force damage.

\n

The force damage increases to 2d6 when you reach 11th level in this class.

\n

Instinctive Leap

\n

At 6th level, when a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.

\n

Absorb Damage

\n

Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.

\n

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

\n

Control the Field

\n

At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.

"},"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/Matukai%20Order.webp","effects":[]} diff --git a/packs/packs/feats.db b/packs/packs/feats.db index abc750fe..23c9f5cc 100644 --- a/packs/packs/feats.db +++ b/packs/packs/feats.db @@ -1,41 +1,65 @@ +{"_id":"07AXhaucBRvRQyFf","name":"Fighter Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in fighter and at least 3 levels in scout

\n

You've learned to blend the prowess of your fighter specialty with the knack of your scout technique. You gain the following benefits:

\n","chat":"","unidentified":""},"requirements":"Fighter 3, Scout 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.1TC1nWvs2VR16bm0"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Fighter%20Technique.webp","effects":[]} {"_id":"10KjUfHaOKAiOw6T","name":"Survivalist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master wilderness lore, gaining the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5025000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"10KjUfHaOKAiOw6T","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"10KjUfHaOKAiOw6T","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Survivalist.webp","effects":[{"_id":"7jAtDWIhdreAiR2Q","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Survivalist.webp","label":"Survivalist","tint":"","transfer":true}]} +{"_id":"148eHo06z3ddp7fy","name":"Guardian Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in guardian and at least 3 levels in scout

\n

You've learned to blend the expertise of your guardian focus with the knack of your scout technique. You gain the following benefits:

\n","chat":"","unidentified":""},"requirements":"Guardian 3, Scout 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.rKTwYSGpvHGLPHzt"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Guardian%20Technique.webp","effects":[]} {"_id":"1DSm47d3mNU1rgya","name":"Empathic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You possess keen insight into how other people think and feel. You gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":3800000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"1DSm47d3mNU1rgya","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Empathic.webp","effects":[{"_id":"m7wHmXbaSkAOeoIr","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.skills.ins.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Empathic.webp","label":"Empathic","tint":"","transfer":true}]} {"_id":"1ZAghZJQflkZUVuG","name":"Martial Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

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Prerequisite: At least 3 levels in berserker and at least 3 levels in operative

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You've learned to blend the fury of your berserker approach with the deftness of your operative practice. You gain the following benefits:

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Quick to notice details of your environment, you gain the following benefits:

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Prerequisite: At least 3 levels in consular and at least 3 levels in sentinel

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You've learned to blend the diligence of your consular tradition with the focus of your sentinel calling. You gain the following benefits:

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Prerequisite: At least 3 levels in monk and at least 3 levels in sentinel

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You've learned to blend the aptitude of your monastic order with the focus of your sentinel calling. You gain the following benefits:

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Prerequisite: The ability to cast force or tech powers

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You've practiced casting powers more accurately from long range, learning techniques that give you the following benefits:

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5050000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Sniping%20Caster.webp","effects":[]} {"_id":"4DuaFCbiBxqL9eL3","name":"Lucky","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have inexplicable luck that seems to kick in at just the right moment.

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You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

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You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

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You regain your expended luck points when you finish a long rest.

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Prerequisite: At least 3 levels in berserker and at least 3 levels in guardian

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You've learned to blend the fury of your berserker approach with the expertise of your guardian focus. You gain the following benefits:

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Prerequisite: At least 3 levels in fighter and at least 3 levels in operative

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You've learned to blend the prowess of your fighter specialty with the deftness of your operative practice. You gain the following benefits:

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You've honed your skills to fine edge, granting the following benefits:

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You master the assault cannon, bowcaster, scattergun, and shotgun. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":2500000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Heavy%20Weapon%20Specialist.webp","effects":[]} {"_id":"7WSolr5mmDrV654v","name":"Rifle Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the use of blaster carbine, blaster rifle, ion rifle, sniper rifle, and slugthrower. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4300000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Rifle%20Specialist.webp","effects":[]} +{"_id":"7wIORUosdIwzijMb","name":"Consular Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in consular and at least 3 levels in monk

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You've learned to blend the diligence of your consular tradition with the aptitude of your monastic order. You gain the following benefits:

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Prerequisite: At least 3 levels in fighter and at least 3 levels in scholar

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You've learned to blend the prowess of your fighter specialty with the ingenuity of your academic pursuit. You gain the following benefits:

\n","chat":"","unidentified":""},"requirements":"Fighter 3, Scholar 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.Jpc1nF9cQJN1dJhY"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Fighter%20Pursuit.webp","effects":[]} {"_id":"8rcm51F8jpbNXWs3","name":"Ace Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Hi You're quite experienced both on land and in the air, be it from time in a navy, as a mercenary, or perhaps even piracy. You gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":"Intelligence (Investigation) or Wisdom (Perception) check related to vehicles or ships"},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5500000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"8rcm51F8jpbNXWs3","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"8rcm51F8jpbNXWs3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Ace%20Pilot.webp","effects":[{"_id":"wETPj7Yg4Sj3OEEV","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Ace%20Pilot.webp","label":"Ace Pilot","tint":"","transfer":true}]} +{"_id":"99azq7lE3i9pB9RK","name":"Guardian Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in guardian and at least 3 levels in monk

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You've learned to blend the expertise of your guardian focus with the aptitude of your monastic order. You gain the following benefits:

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Prerequisite: At least 3 levels in monk and at least 3 levels in operative

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You've learned to blend the aptitude of your monastic order with the deftness of your operative practice. You gain the following benefits:

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Prerequisite: Dexterity, Intelligence, Wisdom, or Charisma 13
You have uncanny aim with attacks that rely on precision. You gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"4th Level","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4862500,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Supreme%20Accuracy.webp","effects":[]} {"_id":"A3iKF2QaiLp57Kct","name":"Silver-Tongued","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You develop your conversational skill to better deceive others. You gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5300000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"A3iKF2QaiLp57Kct","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"A3iKF2QaiLp57Kct","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Silver-Tongued.webp","effects":[{"_id":"0DVCA8MIhpczgRqW","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Silver-Tongued.webp","label":"Silver-Tongued","tint":"","transfer":true}]} +{"_id":"A6J3YH7FOX93ExiY","name":"Engineering Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in engineer and at least 3 levels in scholar

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You've learned to blend the artistry of your engineering discipline with the ingenuity of your academic pursuit. You gain the following benefits:

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Prerequisite: At least 3 levels in fighter and at least 3 levels in monk

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Prerequisite: At least 3 levels in consular and at least 3 levels in engineer

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Prerequisite: Wisdom 20

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You have the wisdom associated with the most renowned masters of the Force, granting the following benefits:

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Every blow that hits your enemies makes you feel closer to victory, making you shake in excitement. You gain the following benefits:

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Prerequisite: at least 3 levels in Consular

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You've delved to new depths during your meditation, granting the following benefits:

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Prerequisite: At least 3 levels in engineer and at least 3 levels in scout

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Prerequisite: The ability to cast force or tech powers
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You have the cunning of the most prolific scholars, granting the following benefits:

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You can take this feat twice.

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Prerequisite: At least 3 levels in consular and at least 3 levels in scholar

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Prerequisite: At least 3 levels in consular and at least 3 levels in guardian

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Prerequisite: At least 3 levels in berserker and at least 3 levels in scout

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Prerequisite: The ability to cast force or tech powers
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Prerequisite: The ability to cast force or tech powers
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Prerequisite: At least 3 levels in engineer and at least 3 levels in fighter

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Prerequisite: At least 3 levels in fighter and at least 3 levels in sentinel

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You've learned to blend the prowess of your fighter specialty with the focus of your sentinel calling. You gain the following benefits:

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You gain the services of a companion. Choose one of the companion nature options, detailed later in this chapter.

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Prerequisite: At least 3 levels in berserker and at least 3 levels in scholar

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You've learned to blend the fury of your berserker approach with the ingenuity of your academic pursuit. You gain the following benefits:

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Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

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Prerequisite: at least 3 levels in berserker

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Prerequisite: Strength 13, size Tiny
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You master the greatsaber, techaxe, techstaff, vibroaxe, vibroknuckler, vibromace, and vibrosword. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

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Prerequisite: At least 3 levels in scholar and at least 3 levels in sentinel

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You've learned to blend the ingenuity of your academic pursuit with the focus of your sentinel calling. You gain the following benefits:

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You are exceptionally speedy and agile. You gain the following benefits:

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You have the strength that legends tell of, granting the following benefits:

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You've practiced fighting while prone, gaining the following benefits:

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Prerequisite: Droid type

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You are specially modified droid used to house a shard. Shards are sentient crystals native to the planet Orax, roughly a foot in length, that communicate with each other through pulses of light. While inhabiting a specialized droid host, shards are able to overcome the droid's inability to wield the Force, granting the following benefits:

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Prerequisite: Dexterity 20
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You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan's implements. You gain the following benefits:

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Prerequisite: At least 3 levels in scout and at least 3 levels in sentinel

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You've learned to blend the knack of your scout technique with the focus of your sentinel calling. You gain the following benefits:

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Prerequisite: At least 3 levels in fighter and at least 3 levels in guardian

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You've learned to blend the prowess of your fighter specialty with the expertise of your guardian focus. You gain the following benefits:

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