Archetypes
Table of Contents
Berserker |
Addicted Approach |
Armored Approach |
Beastmaster Approach |
Beastmaster Approach (Companion) |
Bloodstorm Approach |
Brawling Approach |
Champion Approach |
Frenzied Approach |
Industrial Approach |
Precision Approach |
Warchief Approach |
Consular |
Way of Confluence |
Way of Endurance |
Way of Manipulation |
Way of Negation |
Way of the Seer |
Way of Technology |
Way of Telekinetics |
Way of Tutelage |
Engineer |
Artificer Engineering |
Astrotech Engineering |
Astrotech Engineering (Companion) |
Audiotech Engineering |
Biochem Engineering |
Biotech Engineering |
Construction Engineering |
Cybertech Engineering |
Fighter |
Adept Specialist |
Demolitions Specialist |
Enhancement Specialist |
Exhibition Specialist |
Fireteam Specialist |
Fireteam Specialist (Companion) |
Heavy Weapons Specialist |
Mounted Specialist |
Praetorian Specialist |
Totem Specialist |
Guardian |
Aqinos Form |
Ataru Form |
Jar'Kai Form |
Juyo/Vaapad Form |
Shii-Cho Form |
Sokan Form |
Trakata Form |
Vonil/Ishu Form |
Vonil/Ishu Form (Companion) |
Ysannanite Form |
Monk | |
Aing-Tii Order | |
Jal Shey Order | |
Kage Order | |
Kyuzo Order | |
Kro Var Order | |
Rakatan Order | |
Teras Kasi Order | |
Trickster Order | |
Whills Order | |
Operative | |
Bolstering Practice | |
Disabling Practice | |
Lethality Practice | |
Maverick Practice | |
Performance Practice | |
Pugnacity Practice | |
Ruffian Practice | |
Saboteur Practice | |
Sawbones Practice | |
Scrapper Practice | |
Shadow Killer Practice | |
Scholar | |
Archaeologist Pursuit | |
Chef Pursuit | |
Detective Pursuit | |
Explorer Pursuit | |
Geneticist Pursuit | |
Occultist Pursuit | |
Slicer Pursuit | |
Zoologist Pursuit | |
Scout | |
Artillerist Technique | |
Artillerist Technique (Companion) | |
Deadeye Technique | |
Illusionist Technique | |
Inquisitor Technique | |
Mastermind Technique | |
Mechanist Technique | |
Mechanist Technique (Companion) | |
Predator Technique | |
Teleportation Technique | |
Triage Technique | |
Sentinel | |
Path of Communion | |
Path of the Corsair | |
Path of Ethereality | |
Path of Iron | |
Path of Meditation | |
Path of Synthesis | |
Path of Tenacity | |
Path of Witchcraft | |
Path of Witchcraft (Companion) |
Addicted Approach
For some, the consumption of substances is the entirety of their life. For berserkers of the Addicted Approach, substances cause their fury to burn stronger and deeper, granting significant benefits.
Slythmonger Savvy
Addicted Approach: 3rd level
You gain proficiency in your choice of brewer's kit or spicer's kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.
Freedom Through Slavery
Addicted Approach: 3rd level
While you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you
from attacking a creature.
Release the Beast
Addicted Approach: 6th level
While you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.
Seeing Sound
Addicted Approach: 10th level
While you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet. If you would already have blindsight, it instead increases by 5 feet or 15 feet, respectively.
Fuel the Rampage
Addicted Approach: 14th level
While you are both raging and experiencing the high of a substance, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.
Armored Approach
Many berserkers forgo armor and rely on their own fortitude. Berserkers of the Armored Approach, however, embrace the use of armor. Each one customizes their own suit of armor to be used both defensively and offensively, so that the suit becomes an extension of the berserker's own might and fury.
Spiked Armor
Armored Approach: 3rd level
You gain proficiency in armormech's implements. Over the course of a long rest, you can customize a suit of light or medium armor into spiked armor. You must have the armor and armormech's implements in order to perform this modification. You can only have one suit of spiked armor at a time.
This armor gains the barbed (1d4) property. If the armor already has the barbed property, the barbed damage increases by one step (from d4 to d6, or from d6 to d8). Additionally, while raging, you add your rage damage bonus to your barbed damage when you successfully initiate or maintain a grapple.
While wearing your spiked armor, you can use your Constitution modifier instead of your Dexterity modifier when determining your AC.
Additionally, while wearing your spiked armor, you can use your spiked armor as an improvised weapon. When you do so, you are considered proficient with it, and if your armor's barbed damage would be higher than your damage with improvised weapons, you use the barbed damage instead. If you take the Attack action on your turn and make at least one attack with your spiked armor, you can use your bonus action to make an additional attack with your spiked armor against the same target.
Environmental Shielding
Armored Approach: 6th level
You customize your spiked armor to better protect you. Choose one of the following damage types: acid, cold, fire, lightning, or sonic. While wearing your spiked armor, you have resistance to damage of the chosen type. Over the course of a long rest, you can select a different damage type, provided you have the armor and armormech's implements with you.
Additionally, while wearing your spiked armor, you have advantage on Constitution
saving throws made to avoid
exhaustion due to extreme heat
or cold.
Customized Armor
Armored Approach: 10th level
You learn new ways to customize your spiked armor. Choose one of the following options. While wearing your spiked armor, you gain the effects of the chosen option. Over the course of a long rest, you can select a different option, provided you have the armor and armormech's implements with you.
Defensive Field
On your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your berserker level. Once you use this feature, you must finish a short or long rest before you can use it again.
Deflective Layer
Your armor class increases by 1.
Grappling Line
You can use a bonus action to launch a grappling line at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you. If it ends this movement within 5 feet of you, it takes kinetic damage from your armor spikes equal to your Strength modifier.
Integrated Sonar
You can use an action to give yourself the benefits of the true sight force power for 1 hour. Once you use this feature, you must finish a short or long rest before you can use it again.
Neural Interface
You are immune to all effects that would cause you to be charmed or frightened.
Spiked Retribution
Armored Approach: 14th level
When a creature within 5 feet of you hits you with a melee attack, the attacker takes kinetic damage equal to your Strength modifier, as long as you are wearing your spiked armor and you aren't incapacitated.
If you are raging, you add your rage damage bonus
to this damage.
Beastmaster Approach
Many berserkers feel a primal attunement to nature. For berserkers of the Beastmaster Approach, that attunement manifests itself in bestial marks and manifestations that grant the berserker newfound abilities.
Bestial Fury
Beastmaster Approach: 3rd level
While raging, you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks.
Additionally, once on each of your turns while raging, you can mark a creature you can see as your prey for the duration of your rage (no action required). When you do so, once per turn when you deal damage to the creature with a weapon attack, you deal an additional 1d4 damage of the same type. Once per turn when the creature deals damage to you with a weapon attack, you take an additional 1d4 damage of the same type. This die increases to d6 at 5th level, d8 at 9th level, d10 at 13th level, and d12 at 17th level. You can only have one creature marked in this way at a time.
Pack Tactics
Beastmaster Approach: 3rd level
When you have advantage on an attack roll against a creature, another enemy of the creature is within 5 feet of it, that enemy isn't incapacitated, you can reroll one of the dice once.
Animalistic Momentum
Beastmaster Approach: 6th level
You gain a your choice of a climbing or swimming speed equal to your walking speed. Additionally, you gain an effect while raging based on your choice of speed:
- If you chose a climbing speed, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- If you chose a swimming speed, you can use your bonus action to Dash or Disengage while in water.
Lick Wounds
Beastmaster Approach: 10th level
Whenever you reduce a creature to 0 hit points while raging, you gain a number of temporary hit points equal to your berserker level, which last for the duration of your rage.
Hunter's Call
Beastmaster Approach: 14th and 17th level
When you enter your rage, you can choose up to 5 allies that you can see within 30 feet of you. You gain 5 temporary hit points for each creature. For the duration of your rage, once on each of their turns, an affected ally can add your rage damage bonus to a weapon attack's damage roll.
You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you finish a long rest.
Beastmaster Approach (Companion)
Many berserkers feel a primal attunement to nature. For berserkers of the Beastmaster Approach, that attunement manifests itself in a bond with a beast companion that accompanies a berserker on his journey.
Bonus Proficiencies
Beastmaster Approach: 3rd level
You gain proficiency in Animal Handling.
Beast Companion
Beastmaster Approach: 3rd, 11th, and 17th level
You learn to capitalize on a primal attunement to nature to forge a powerful bond with your own beast companion.
Create your beast companion as detailed in the Companions section of the Customization Options document for Expanded Content.
In addition to its traits and features, your beast companion gains additional benefits while it is bonded to you:
- Your beast gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each beast trait in excess of your proficiency bonus, your number of available Hit Dice that can be spend to restore hit points is reduced by 1.
Lastly, while bonded and within 10 feet of you, your beast companion gains the benefits of one of your chosen instincts. If that instinct relies on raging, your beast companion gains the benefits of that instinct while you are raging.
At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.
Pack Tactics
Beastmaster Approach: 3rd level
When you have advantage on an attack roll against a creature your companion has dealt damage since the start of your last turn, you can reroll one of the dice once. When your companion has advantage on an attack roll against a creature you've dealt damage since the start of your last turn, it can reroll one of the dice once.
Animalistic Momentum
Beastmaster Approach: 6th, 11th, and 17th level
Your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 10 feet of you:
- If you or your beast have a climbing or swimming speed and the other doesn't, the other gains it with the same speed. If you both have the a climbing or swimming speed, you both use the larger speed of the two, which then increases by 5 feet.
- Whenever your beast deals damage to a hostile creature you can see on your turn, it counts as you taking a hostile action for the purposes of maintaining your rage.
This radius increases to 30 feet at 11th level 60 feet at 17th level.
Lick Wounds
Beastmaster Approach: 10th level
Whenever your companion reduces a creature to 0 hit points while you are raging, it gains a number of temporary hit points equal to your berserker level, which last for the duration of your rage.
Hunter's Call
Beastmaster Approach: 14th and 17th level
When you enter your rage, you can choose up to 5 allies that you can see within 30 feet of you. You gain 5 temporary hit points for each creature. For the duration of your rage, once on each of their turns, an affected ally can add your rage damage bonus to a weapon attack's damage roll.
You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you finish a long rest.
Bloodstorm Approach
The Bloodstorm Approach is said to have originated from the ancient wookiee Hroufrasnooohn clan (which loosely translates to Bloodstorm in Galactic Basic), whose warriors performed gravity-defying feats with their flying vibroaxes through a combination of unorthodox techniques and a mystical belief in their own abilities. A berserker who follows this approach can hurl their devastating weapons at enemies with such power and skill that it completely blurs the line between melee and ranged combat.
Furious Throw
Bloodstorm Approach: 3rd level
Your throwing techniques have become a perfect extension of your melee prowess. When you throw a weapon with which you are proficient, you can benefit from your class features that only apply to melee weapon attacks, such as Rage or Reckless Attack.
Returning Attacks
Bloodstorm Approach: 3rd level
Any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.
Throw Anything
Bloodstorm Approach: 6th level
Your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a light- or vibro-weapon with which you are proficient, it gains the thrown property (range 20/60).
Fling People
Bloodstorm Approach: 10th level
You learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature.
Throw Friend
If the creature is a willing ally and volunteers
to be grappled, you throw the target into any unoccupied space within 60 feet. That creature
may immediately use its reaction to make one
melee weapon attack, adding your Strength
modifier to the attack's damage roll.
Throw Foe
If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.
Raging Whirlwind
Bloodstorm Approach: 14th level
You can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon's damage + your Strength modifier + your Rage Damage when it enter's the whirlwind's area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you (no action required) or your rage ends.
Brawling Approach
Most berserkers require weapons. For berserkers of the Brawling Approach, however, everything is their weapon.
Fists of Fury
Brawling Approach: 3rd level
You've learned to hone your rage through your fists. Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
Reckless Strikes
Brawling Approach: 3rd level
While you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.
Some of your reckless strikes require your target to make a saving throw to resist the reckless strike's effects. The saving throw DC is calculated as follows:
Reckless Strike save DC = 8 + your proficiency bonus +
your Strength modifier
You can use these features a combined number of times equal to your proficiency bonus, as shown in the berserker table. You regain all expended uses when you complete a short or long rest.
Bracing Strike
You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.
Punishing Strike
Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.
Staggering Strike
Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it is instead knocked prone.
Shattering Strikes
Brawling Approach: 6th level
Your rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:
- Your unarmed strikes and improved weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
- Your unarmed strikes deal double damage against structures.
Stop Hitting Each Other
Brawling Approach: 10th level
You can grapple creatures two sizes larger than you, instead of one.
Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.
Enforcer
Brawling Approach: 14th level
When you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, your critical hit range increases by 1 for that attack, and on a hit, you deal maximum damage instead of rolling.
Champion Approach
Some berserkers revel in battle for battle's sake. For berserkers of the Champion Approach, this revelry is the goal to which they constantly strive.
Champion Superiority
Champion Approach: 3rd level
You learn maneuvers that are fueled by special dice called superiority dice. See chapter 13 for the maneuvers list.
Maneuvers Known
You learn two maneuvers of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the Champion Superiority table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice
You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Champion Superiority table. This die changes as you gain berserker levels, as shown in the Superiority Dice Size column of the Champion Superiority table. A superiority die is expended when you use it.
You regain all of your expended superiority dice when you finish a short or long rest.
Maneuver Ability
Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use.
Maneuver save DC = 8 + your proficiency bonus +
your maneuver ability modifier
Reckless Maneuvers
Champion Approach: 3rd level
When you use your Reckless Attack feature, you have advantage on superiority die rolls that would be added to the attack or damage rolls of your affected attacks.
Champion Superiority
Level | Maneuvers Known |
Superiority Dice Quantity |
Superiority Dice Size |
---|---|---|---|
3rd | 2 | 2 | d4 |
4th | 2 | 2 | d4 |
5th | 4 | 3 | d6 |
6th | 4 | 3 | d6 |
7th | 5 | 3 | d6 |
8th | 5 | 3 | d6 |
9th | 6 | 4 | d8 |
10th | 6 | 4 | d8 |
11th | 7 | 4 | d8 |
12th | 7 | 4 | d8 |
13th | 9 | 5 | d10 |
14th | 9 | 5 | d10 |
15th | 10 | 5 | d10 |
16th | 10 | 5 | d10 |
17th | 11 | 6 | d12 |
18th | 11 | 6 | d12 |
19th | 12 | 6 | d12 |
20th | 12 | 6 | d12 |
The Thrill
Champion Approach: 6th level
You have advantage on ability checks and saving throws to avoid being charmed or frightened, and creatures can't have advantage on ability checks or saving throws to avoid being charmed or frightened by effects that you control.
Battlefield Euphoria
Champion Approach: 10th level
While raging, when you score a critical hit with a melee weapon attack, and when you reduce a hostile creature to 0 hit points with a melee weapon attack, you recover an expended superiority die.
Furious Influence
Champion Approach: 14th level
While raging, you gain the following benefits:
- You are resistant to psychic damage.
- When you affect an ally with a maneuver, they gain the benefit of one of your damage resistances until the start of your next turn.
Frenzied Approach
For some berserkers, rage is a means to an end—that end being violence. The Frenzied Approach is that of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Frenzied Approach: 3rd level
You can go into a frenzy when you enter your rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.
The first time you use this feature, you suffer no ill effect. If you use this feature again before you finish
a long rest, you suffer one level of exhaustion
when your rage ends each time you use
it.
When you finish a long rest, you
reduce your exhaustion level by 2,
instead of 1. Additionally, any
effect that removes exhaustion
reduces your exhaustion by 1
additional level.
Maniacal Rage
Frenzied Approach: 3rd level
While raging, you have advantage on Charisma (Intimidation) checks.
Mindless Rage
Frenzied Approach: 6th level
You can't be charmed or frightened while raging.
If you are charmed or frightened when you enter
your rage, the effect is suspended for the duration
of the rage.
Intimidating Presence
Frenzied Approach: 10th level
You can use your action to frighten someone with
your menacing presence. When you do so, choose
one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. While raging, you add double your proficiency bonus to the save DC, instead of your normal proficiency bonus.
If the creature succeeds on its saving throw, it becomes immune to this feature for 24 hours.
Retaliation
Frenzied Approach: 14th level
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Industrial Approach
While some berserkers are content to surrender to their rage, others prefer a more tactful approach. Berserkers of the Industrial Approach augment their rage with the versatility of technology, adding elemental explosions to their already fearsome arsenal.
Techcasting
Industrial Approach: 3rd level
You have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.
Tech Powers Known
You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
Tech Points
You have a number of tech points equal to half of your berserker level, as shown in the Tech Points column of the Industrial Approach Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
Max Power Level
Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Industrial Approach Techcasting
table.
You may only cast tech powers at
4th-level once. You regain the
ability to do so after a long rest.
Techcasting Ability
Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus +
your Intelligence modifier
Tech attack modifier = your proficiency bonus +
your Intelligence modifier
Techcasting Focus
You use a wristpad (found in chapter 5 of the Player's Handbook) as a tech focus for your tech powers.
Industrious Tech
Industrial Approach: 3rd level
You can cast tech powers while raging as long as the power's casting time is no more than 1 action and the power does not require concentration. While raging, you add your rage damage to damage rolls from tech powers you cast that require a tech attack or saving throw. If a tech power damages more than one target, you may only apply your rage damage to one of them.
Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires a tech attack.
Explosive Resilience
Industrial Approach: 6th, 9th, 13th, and 17th level
Once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Painkiller
Industrial Approach: 10th level
Whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.
Final Countdown
Industrial Approach: 14th level
When you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point (no action required). If you do so, each creature within 30 feet of you must make a Dexterity saving throw against your tech save DC. On a failed save, they take 1d12 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.
Industrial Techcasting
Level | Tech Powers Known |
Tech Points |
Max Power Level |
---|---|---|---|
3rd | 3 | 2 | 1st |
4th | 4 | 2 | 1st |
5th | 5 | 3 | 1st |
6th | 6 | 3 | 1st |
7th | 7 | 4 | 2nd |
8th | 8 | 4 | 2nd |
9th | 9 | 5 | 2nd |
10th | 10 | 5 | 2nd |
11th | 11 | 6 | 2nd |
12th | 12 | 6 | 2nd |
13th | 13 | 7 | 3rd |
14th | 14 | 7 | 3rd |
15th | 15 | 8 | 3rd |
16th | 16 | 8 | 3rd |
17th | 17 | 9 | 4th |
18th | 18 | 9 | 4th |
19th | 19 | 10 | 4th |
20th | 20 | 10 | 4th |
Precision Approach
Some berserkers have learned to channel their rage into a method of increasing their focus and precision to supernatural levels. Those berserkers who choose the Precision Approach hone their rage to a fine point, becoming agile warriors who ruthlessly dispatch their foes.
Careful Steps
Precision Approach: 3rd level
You gain skills that represent your precise movement. You gain proficiency in your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.
Focused Rage
Precision Approach: 3rd level
You hone your rage to a razor sharp focus. While raging, when you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.
Battle Anticipation
Precision Approach: 6th level
While raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.
Improved Danger Sense
Precision Approach: 10th level
While raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you are treated as proficient in the save, and you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Calm Within the Storm
Precision Approach: 14th level
The precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature.
Warchief Approach
For some berserkers, it is their duty or birthright to lead their tribe and kin to battle and victory. The Warchief Approach is one forged from alliances, bonds, and strategy. In combat, your rages are less mindless, and more focused. Ignoring the distractions of unimportant events, your attention hones in on the battlefield and how best to direct and control it. You guide your allies' strikes, and your presence is enough to wash away their fatigue.
Savage Diplomat
Warchief Approach: 3rd level
Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself. You gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.
Commanding Rage
Warchief Approach: 3rd level
You become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Inspiring Presence
Warchief Approach: 6th level
Your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level + your Charisma modifier (minimum of +1).
Raid Planning
Warchief Approach: 10th level
You learn to flare up your allies' drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of +1) to their next Initiative check, and a 10 foot bonus to their speed on their first turn of combat.
War Chant
Warchief Approach: 14th level
You have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage on your turn, you can enter a commanding rage for one minute. When you do so, during this turn and at the start of each of your turns, you have a number of special reactions equal to your proficiency bonus you can only use for your Commanding Rage feature. When you use Commanding Rage with these special reactions, they do not count against your uses of that feature. You can only use one reaction per turn. Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce the attack by an amount equal to your Charisma modifier.
Once you've used this feature, you must complete a long rest before you can use it again.
Way of Confluence
The Force binds us, creating an intangible bridge connecting all living things. Those consulars who follow the Way of Confluence master this power, manipulating those connections to both sustain and torment.
Manipulate Life Force
Way of Confluence: 3rd level
When you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level + your Wisdom or Charisma modifier (your choice, minimum of one).
Empowered Connection
Way of Confluence: 6th level
While you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any damage or healing you do with force powers that doesn't already include that modifier.
Life Eternal
Way of Confluence: 10th level
You can use your powerful connection to the
Force to keep fighting when others would fall.
When you are reduced to 0 hit
points but not killed outright,
you can spend 5 force points to
drop to 1 hit point instead.
Interconnectedness
Way of Confluence: 14th and 17th level
When you cast a 5th level or lower force power that deals damage or restores hit points and targets only one creature, the power can instead target two creatures within range and within 5 feet of each other.
You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you finish a long rest.
Dynamic Attachment
Way of Confluence: 18th level
While you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.
Way of Endurance
The Force manifests in myriad ways; while some use the Force to manipulate the world around them, others use it to enhance themselves. Those consulars who follow the Way of Endurance channel the Force to allow them to overcome and reflect the most grievous of injuries.
Upheld by the Force
Way of Endurance: 3rd level
The Force flowing through your body strengthens you, granting the following benefits:
- Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
- Your base AC becomes 13 + your Constitution modifier.
- When you make a melee weapon attack as a part of a force power you cast, you can use Wisdom or Charisma (your choice) instead of Strength for the attack and damage rolls.
Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Retaliation Strike
Way of Endurance: 6th, 9th,
13th, and 17th level
You learn to turn an opponent's
aggression back on them. When
you deal damage with a force power
or a melee weapon attack, if you took
damage since the start of your last turn,
you deal an extra 1d6 damage. The damage
is the same type as the power or weapon's
damage.
This die increases when you reach certain levels
in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Boundless Vitality
Way of Endurance: 10th level
When you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.
This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.
Unrelenting Resilience
Way of Endurance: 14th level
When you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.
Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
The Force Unleashed
Way of Endurance: 18th level
As an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your universal force save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.
For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.
You can use this feature six times. You regain all expended uses when you finish a long rest.
Way of Manipulation
The power of the Force is both vast and diverse, with uses varying drastically based on their wielder. Those consulars who follow the Way of Manipulation learn to control their weapons with the Force, maneuvering them across the battlefield.
Saber Storm
Way of Manipulation: 3rd, 5th, 11th, and 17th level
You learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a light- or vibro-weapon within 5 feet that is not worn or carried by a conscious creature other than you, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.
Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.
Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:
- You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn't already include that modifier.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a power. The bonus equals your Wisdom or Charisma modifier (your choice, minimum of +1).
This feature can animate more than one weapon when you reach higher levels: two weapons
at 5th level, three weapons at 11th level,
and four weapons at 17th level. When
you use your action to attack with your
weapons, you can direct them at the
same target or at different ones. Make a
separate attack roll for each weapon.
At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Deceptive Strike
Way of Manipulation: 6th level
When you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.
Guarding Weapon
Way of Manipulation: 10th level
You can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend a number of force points up to your proficiency bonus to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the number of points spent.
Isolate
Way of Manipulation: 14th level
When you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).
Sapping Storm
Way of Manipulation: 18th level
When you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.
Way of Negation
Some force users seek mastery over the fundamentals of energy manipulation, known as tutaminis. Those consulars who follow the Way of Negation harness this power to limit the havoc that other force-wielders might wreak.
Force Deflection
Way of Negation: 3rd, 5th, 9th, 13th, and 17th level
When you fail a saving throw, you can use your reaction to gain a bonus to that saving throw equal to your Wisdom or Charisma modifier (your choice, minimum of +1).
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.
Power Surge
Way of Negation: 6th level
You learn to simultaneously limit a creature's force powers and store that power within yourself to later strengthen your damaging force powers.
You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as force suppression or sever force, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.
Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power's damage, and it equals half your consular level.
Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.
Enduring Focus
Way of Negation: 10th level
You can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.
Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.
Conflux
Way of Negation: 14th level
When you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.
Tutaminis Mastery
Way of Negation: 18th level
When you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.
Way of the Seer
The Force guides us in innumerable ways, often manifesting as visions. Those consulars who follow the Way of Seer attempt to harness these visions in an attempt to work towards the best possible future, as they see it.
Force Visions
Way of the Seer: 3rd level
Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Powerful Mind
Way of the Seer: 6th, 9th, 13th, and 17th level
You can use your force abilities to read a creature's thoughts. You can then use your access to the creature's mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the coerce mind force power at its base level on the creature without expending force points. The target automatically fails its saving throw against the power.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.
Visions of the Past
Way of the Seer: 10th level
You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you've used this feature, you can't use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Shielded Thoughts
Way of the Seer: 14th level
Your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Clarity of Vision
Way of the Seer: 18th level
The visions in your dreams intensify and paint a more
accurate picture in your mind of what is to come.
You roll three d20s for your Force Visions feature, rather than two.
Way of Technology
While many Forcewielders eschew the use of technology, other choose to embrace it. Those consulars who follow the Way of Technology pair their mastery of the Force with the versatility of technology, applying the knowledge in tandem to perform unseen feats.
Fundamentals of Mechu-deru
Way of Technology: 3rd, 5th, 9th, 13th, and 17th level
You've dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack.
Additionally, you've learned to manipulate the Force to be able to manipulate technology when it couldn't previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
Techcasting Secrets
Way of Technology: 6th, 7th, 13th, and 17th level
You've learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.
At 7th level, you learn two additional tech powers of 1st or 2nd level. At 13th level, you learn two tech powers of 1st-3rd level, and at 17th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.
Ionized Weave
Way of Technology: 10th level
When you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power's level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving
throw.
Force Circuitry
Way of Technology: 14th level
When you use your action to cast a force power, and you use your Fundamentals of Mechu-deru feature as a part of that casting, you can use your bonus action to cast one of the tech powers you know, as long as that power has a casting time of 1 action or bonus action.
Mechu-deru Mastery
Way of Technology: 18th level
You can cast one 5th-level tech power of your choice at its base level. The power counts as a universal force power for you, and you do not require force points to cast this power. Once you've done so, you can't do so again until you complete a long rest.
Way of Telekinetics
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.
Staggering Stratagem
Way of Telekinetics: 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.
Mighty Blast
Way of Telekinetics: 6th, 11th, and 17th 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.
This feature can affect additional creatures when you reach higher levels: two creatures at 11th
level and three creatures at 17th level.
Size Matters Not
Way of Telekinetics: 10th level
You can manipulate creatures of Huge size or
smaller with your force powers and Way of
Telekinetics features.
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.
Repulsing Wave
Way of Telekinetics: 14th and 17th 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.
You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you finish a short or long rest.
My Ally is the Force
Way of Telekinetics: 18th level
You can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.
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.
Way of Tutelage
With the Force, knowledge is most often passed from a master to an apprentice. Those consulars who follow the Way of Tutelage know the strength of working together exceeds that of working alone.
Bonus Proficiencies
Way of Tutelage: 3rd level
You gain proficiency in your choice of Intimidation or Persuasion.
Humanoid Companion
Way of Tutelage: 3rd level
You've taken an apprentice, gaining the services of your own humanoid companion.
Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.
In addition to its traits and features, your companion gains additional benefits while it is bonded to you:
- Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
Lastly, while bonded and within 10 feet of you, when your companion is hit by an attack, you can use your reaction and expend a use of your Force Shield feature to shroud it in Force energy. If you do so, until the start of your next turn, both you and your companion gain the benefits of your Force Shield. This includes the triggering attack.
At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.
Strength Flows from the Force
Way of Tutelage: 6th level
When you cast a power that affects only
your companion, you can choose to treat
the power as if cast at your Max Power
Level.
You can use this feature a number of
times equal to your proficiency bonus, as shown in the consular table. You regain all
expended uses when you finish a
long rest.
You Have That Power Too
Way of Tutelage: 10th, 11th, and 17th level
The bond between you and your companion has strengthened. When your companion is within 10 feet of you, and either you or your companion casts a force power that would affect only one of you, you can instead have it affect both.
At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.
Got Your Back
Way of Tutelage: 14th and 17th level
Once per turn, when your companion is within 10 feet of you, and both you and your companion have to make a saving throw to resist the same effect, either you or your companion can choose to have disadvantage on the save. If either of you do so, the other of the two of you gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.
At 17th level, your companion must be within 60 feet of you to benefit from this feature.
Now I Am The Master
Way of Tutelage: 18th level
Your companion has learned almost all that it can from you. As an action on its turn, your companion can take the lead, gaining the following benefits for 1 minute:
- It gains temporary hit points equal to twice its level.
- Once per turn, when it deals damage or restores hit points, it can roll an additional die.
- It gains resistance to kinetic and energy damage.
This effect ends early if your
companion is incapacitated or dies.
Once your companion has used
this feature, it can't use it again
until it finishes a long rest.
Artificer Engineering
Those engineers who choose the Artificer Engineering discipline focus on building and modifying lightsabers, while tapping into the latent presence of the Force in these lightsaber crystals.
Bonus Proficiencies
Artificer Engineering: 3rd level
You gain proficiency in artificer's implements, and with the lightsaber simple lightweapon. Additionally, when you engage in crafting with artificer's implements, the rate at which you craft doubles.
Modified Lightsaber
Artificer Engineering: 3rd and 9th level
You learn to modify an unenhanced lightsaber utilizing your artificer knowledge. Over the course of a long rest, you can modify your lightsaber. You must have the lightsaber and artificer's implements in order to perform this modification.
Your modified lightsaber 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 modified lightsaber has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
At 9th level, you can maintain two different modified lightsabers. The total modification slots are split across the two items.
Force Resonance
Artificer Engineering: 3rd level
Once per round, when you hit a creature with your modified lightsaber, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as your modified lightsaber's damage.
The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 11th level, and 8d6 at 17th level.
Forcecasting Secrets
Artificer Engineering: 6th, 7th, 13th, and 17th level
Your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer table.
At 7th level, you learn two additional force powers of 1st or 2nd level. At 13th level, you learn two force powers of 1st-3rd level, and at 17th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.
Disruptive Resonance
Artificer Engineering: 14th level
When you hit a creature that is concentrating on a power with your modified lightsaber, the creature has disadvantage on the Constitution saving throw to maintain concentration. Additionally, on a failed save, the creature immediately takes psychic damage equal to your engineer level + your Intelligence modifier.
Resonating Recovery
Artificer Engineering: 18th level
Once per turn, when you reduce a hostile creature to 0 hit points, you regain a use of your Potent Aptitude. Your number of Potent Aptitude uses can not exceed your Intelligence modifier.
Artificer Modifications
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.
Additonal Beam Port
You install a second beam port into your modified lightsaber. Your modified lightsaber gains the double (1d8) property. You can only benefit from this property while wielding your modified lightsaber with two hands.
Adegan Crystal
Prerequisite: 5th level
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.
Advanced Blastsaber
Prerequisite: 15th level, Prototype Blastsaber
You further fine tune your blastsaber. As an action, you can disable a single electronic device not being worn or held by another creature within 5 feet of you. The device is then disabled until it is rebooted.
Additionally, when you activate this conversion to alter the properties of your lightweapon, you create a projected barrier of ion energy in a 10-foot-radius sphere around you until the start of your next turn. Hostile creatures treat this area as difficult terrain. When a hostile creature enters the shielded area or starts its turn there, that creature takes 3d4 ion damage. Any electronics not being worn or held within the barrier's radius are disabled until rebooted.
Advanced Brightsaber
Prerequisite: 15th level, Prototype Brightsaber
You further fine tune your brightsaber. While activated, your modified lightsaber's bright light now automatically dispels illusions and can detect invisibility, as with truesight.
Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to blind your target, it makes the saving throw with disadvantage.
Advanced Disruptorsaber
Prerequisite: 15th level, Prototype Disruptorsaber
You further fine tune your disruptorsaber. While activated, your modified lightsaber lightly obscures the area within 5 feet of it.
Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to knock your target prone, the next saving throw you make before the end of your next turn has advantage.
Barrier
Prerequisite: 5th level
On your turn, when you make an attack roll with your modified lightsaber, you can choose to forgo your proficiency bonus. If you do, you can use your reaction to erect a temporary barrier that lasts until the start of your next turn. While the barrier is activated, you have a bonus to AC against the first attack roll made against you equal to your proficiency bonus.
Beam Gem Lens
Prerequisite: 5th level
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.
Biometric Safety Measures
A security system is installed into the hilt of your lightweapon. When a creature other than you attempts to activate your lightweapon, the activation fails. Additionally, the creature attempting to activate must make on a Constitution saving throw or take lightning damage equal to engineer level, and become shocked until the start of its next turn. On a successful save the creature takes half damage and is not shocked. Regardless of success or failure, the creature drops your modified lightsaber.
Blastsaber Conversion
Incompatible with other conversions
You heavily modify your lightweapon to allow you to make a ranged weapon attack. With this modification, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 energy damage.
Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to ion.
You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Brightsaber Conversion
Incompatible with other conversions
You modify your lightweapon, giving it a brighter glow. While activated, your modified lightsaber sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to fire.
You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Burn Through
When you score a critical hit with your modified lightsaber, you have advantage on the next attack roll you make against that creature.
Comfortable Handle
You make minor modifications to the ergonomics of your modified saber's hilt. Your modified lightsaber gains the finesse property.
Crossguard
You add an energy guard at the base of your modified lightsaber's blade. While wielding your modified lightsaber, you gain a +1 bonus to your armor class against melee weapon attacks.
Disruptorsaber Conversion
Incompatible with other conversions
You modify your lightweapon, causing it to eminate a sickly green light. Your modified lightsaber loses the luminous property.
Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to acid.
You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Extended Beam
You install a series of beam focusing amplifiers into your modified lightsaber. Your modified lightsaber gains the reach property.
Greatsaber Array
You augment the configuration of your modified lightsaber. Your modified lightsaber gains the two-handed property, and it's damage die increases to 1d12.
Intense Beam
Prerequisite: 11th level, Burn Through
Your modified lightsaber's critical hit range increases by 1.
Magnetic-Lock Grip
You insert a series of magnetically charged grips into your modified lightsaber's hilt. While wielding your modified lightsaber, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.
Prototype Blastsaber
Prerequisite: 7th level, Blastsaber Conversion
You fine tune your blastsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to cause your modified lightsaber to let loose a burst of energy. Creatures other than yourself within 5 feet of the target creature must succeed on a Dexterity saving throw. On a failed save, they take ion damage equal to your Intelligence modifier.
Prototype Brightsaber
Prerequisite: 7th level, Brightsaber Conversion
You fine tune your brightsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to blind the target of the attack. The creature must succeed on a Constitution saving throw or be blinded.
Prototype Disruptorsaber
Prerequisite: 7th level, Disruptorsaber Conversion
You fine tune your disruptorsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to knock the target of your attack prone. The creature must make a Strength saving throw or be knocked prone.
Returning Weapon
You install a retractible chain in the hilt of your modified lightsaber. Your modified lightsaber gains the thrown property with a range of 20/60, and when you throw the weapon, it immediately returns to your hand.
Astrotech Engineering
Those engineers who choose the Astrotech Engineering discipline focus on utilizing their vast knowledge of droid technology to confuse, confound, and destroy enemy tech, droids and constructs.
Bonus Proficiencies
Astrotech Engineering: 3rd level
You gain proficiency in astrotech's implements. Additionally, when you engage in crafting with astrotech's implements, the rate at which you craft doubles.
Electronic Warfare Platform
Astrotech Engineering: 3rd, 9th, and 17th level
You learn to modify your astrotech's implements into a mobile electronic warfare platform. Over the course of a long rest, you can modify your astrotech's implements. You must have astrotech's implements in order to perform this modification.
Your electronic warfare platform is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your electronic warfare platform has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
Your electronic warfare platform comes equipped with electromagnetic projection and sensing systems, enabling three fields: ionizing, jamming, and targeting. As a bonus action, you can activate a field, which lasts for 1 minute, causing an effect determined by the field. Only one field can be active at a time, and you can end your field at any time on your turn, no action required. The range of your barriers increases to 15 feet at 9th level and 30 feet at 17th level. You can use these fields a combined number of times equal to your proficiency bonus, as shown in the engineer table. You regain all expended uses when you complete a long rest.
Ionizing Field
Whenever a droid or construct other than you starts its turn within 5 feet of you, it gains 4 slowed levels and takes ion damage equal to half your engineer level.
Jamming Field
Whenever you or a friendly creature within 10 feet of you are forced to make a saving throw by a tech power, the creature gains a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).
Targeting Field
You and friendly creatures within 5 feet of you gain a bonus to the first ranged weapon damage rolls you
make each round equal to your Intelligence modifier (minimum of +1).
Potent Electromagnetism
Astrotech Engineering: 3rd level
Once per round, when you deal damage to a droid or construct, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as the source of the damage.
The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Direct Controller
Astrotech Engineering: 6th, 9th, 13th, and 17th level
Your mastery of droids improves your ability to manipulate them. When you cast a power that could affect only droids or constructs, and you only affect droids with the power, you can choose to treat the power as if cast at your Max Power Level.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
Systems Hijack
Astrotech Engineering: 14th level
All droids, constructs, and creatures wearing or holding a techcasting focus within 120 feet are viable targets for any tech powers which you cast with a range of touch.
Electromagnetic Burst
Astrotech Engineering: 18th level
As an action, you can end your field in a electromagnetic burst of power with an effect determined by the field you were generating.
Once you've used this feature, you must complete a long rest before you can use it again.
Ionizing Burst
Choose up to 10 creatures of your choice that are within 60 feet. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 ion damage and is stunned until the start of your next turn. On a success, it takes half damage and isn't stunned.
Jamming Burst
Choose up to 10 creatures of your choice that are within 60 feet. Once in the next minute, when a chosen creature fails a saving throw caused by a tech power or is hit by an attack power, the creature can choose to succeed on the saving throw or have the attack miss instead.
Targeting Burst
Choose up to 10 creatures of your choice that are within 60 feet. Each creature must succeed on a Constitution saving throw against your tech save DC or be blinded for 1d4+1 turns.
Astrotech Modifications
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.
AI Amplifier
Prerequisite: 5th level
You gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.
AI Rangefinder
Prerequisite: 5th level
You gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.
Advanced Hardening
Prerequisite: 15th level, Hardening
You have resistance to ion damage.
Advanced Grounding System
Prerequisite: 15th level, Prototype Grounding System
You have resistance to lightning damage.
Advanced Jamming Phased Array
Prerequisite: 15th level, Prototype Jamming Phased
Array
While your jamming field is active, any hostile creature within the field must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.
Advanced Ionizing Phased Array
Prerequisite: 15th level, Prototype Pulsating Phased
Array
While your ionizing field is active, your tech powers and class features ignore resistance to ion damage, and immunity to ion damage is instead treated as resistance from any creature within range of your field.
Additionally, when you use your Ionizing Phased Array feature, you create a fourth blast.
Advanced Targeting Phased Array
Prerequisite: 15th level, Prototype Targeting Phased
Array
While your targeting field is active, as an action, you can allow a number of allies within the field up to your Intelligence modifier (minimum of one) to use their reaction to make a ranged weapon attack against a single target you can see.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Droid Restraints
When you would install a restraining bolt, you can do so in half the time. Additionally, when determining the save DC of a restraining bolt you control, you can use your tech save DC, if it would be higher than the item's DC.
Flashlight Attachment
You affix a targeted light to your electronic warfare platform. As a bonus action, you can toggle the light on or off. While on, your electronic warfare platform sheds bright light in a 60-foot cone.
Fadecasting Controller
Prerequisite: 5th level
You gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.
Grounding System
You have advantage on saving throws against lightning damage.
Hacked Communications
As a bonus action, you may choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Hardening
You have advantage on saving throws against ion damage.
Intelligence Core Override
Prerequisite: 9th level
You can cast the override interface tech power at 5th level without spending tech points.
Once you've used this feature, you must complete a long rest before you can use it again.
Ionizing Phased Array
Prerequisite: 5th level
While your ionizing field is active, as an action, you can send forth blasts of directed ionic energy. Make two ranged tech attacks against targets within the field. These attacks can target the same creature or different ones. Make separate attack rolls for each blast. The attack deals 1d6 ion damage on a hit.
Jamming Phased Array
While your jamming field is active, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within your field, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take ion damage equal to your Intelligence modifier.
Miniaturized Repulsor Coils
Your electronic warfare platform can store 20 lb., not exceeding 1 cubic foot, which does not count towards your encumbrance.
Prototype Transmitter
Prerequisite: 7th level
You further tweak your transmitter design, extending the area of your fields. When you activate a field you may choose to double the radius of your field.
Once you've used this feature, you must complete a long rest before you can use it again.
Prototype Grounding System
Prerequisite: 7th level, Grounding System
You have immunity to the shocked condition.
Prototype Jamming Phased Array
Prerequisite: 7th level, Jamming Phased Array
While your jamming field is active, when a creature within your field attempts to cast a tech power, you can use your reaction to cast the tech override power at 3rd level without spending tech points. When you cast this power using this feature and you make the techcasting ability check as a part of this casting, you add your proficiency bonus to the check.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Prototype Ionizing Phased Array
Prerequisite: 7th level, Ionizing Phased Array
While your ionizing field is active, when you cast a tech power or use a class feature that affects other creatures within the radius of your field, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.
Additionally, when you use your Ionizing Phased Array feature, you create a third blast.
Prototype Targeting Phased Array
Prerequisite: 7th level, Target Marking Phased Array
While your targeting field is active, as an action, you can cast the scramble interface power at 3rd level without spending tech points.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Redundant Circuits
Prerequisite: 15th level
You can have two fields active at a time.
Rendcasting Controller
Prerequisite: 5th level
You gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.
Sensor Scramblers
Prerequisite: 5th level
All creatures within 10 feet of you become undetectable to electronic sensors and cameras for the next 10 minutes. Anything these creatures are wearing or carrying is also undetectable, so long as it's on the creature's person. The creatures are still visible to regular vision.
Once you've used this feature, you must complete a long rest before you can use it again.
Stealth Field Generator
Prerequisite: 7th level
You integrate a portable, personal cloaking device into your electronic warfare platform. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force or tech power.
Once the generator has been activated, it can't be activated again until you finish a short or long rest.
Targeting Phased Array
Prerequisite: 5th level
While your targeting field is active, as an action, you can choose a number of creatures equal to your Intelligence modifier you can see within 60 feet (a minimum of one creaeture), and force them to make a Dexterity saving throw. On a failed save, all ranged weapon attacks made by allies within your field against the target have advantage until the beginning of your next turn.
Truelight Attachment
Prerequisite: 11th level, Flashlight Attachment
You modify your electronic warfare platform with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your electronic warfare platform. When toggled on, for the next minute your electronic warfare platform now automatically dispel illusions and can detect invisibility, as with truesight.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Withercasting Controller
Prerequisite: 5th level
You gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.
X-Ray Targeting
Prerequisite: 5th level
You tweak your sensors to find weak points in thick armor. Your weapon attacks and tech powers deal double damage against constructs.
Astrotech Engineering (Companion)
Those engineers who choose the Astrotech Engineering discipline focus on crafting and upgrading their droid companions.
Bonus Proficiencies
Astrotech Engineering: 3rd level
You gain proficiency in astrotech's implements. Additionally, when you engage in crafting with astrotech's implements, the rate at which you craft doubles.
Droid Companion
Astrotech Engineering: 3rd, 11th, and 17th level
You employ all the knowledge you've accumulated to create and bond with your own droid companion.
Create your droid companion as detailed in the Companions section of the Customization Options document for Expanded Content. You must have astrotech's implements in order to create your droid.
In addition to its traits and features, your droid companion gains additional benefits while it is bonded to you:
- Your droid is a valid target of the tracker droid interface tech power.
- Your droid gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each droid trait in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of droid traits equal to half your Intelligence modifier (minimum of one).
Lastly, while bonded and within 10 feet of you, when you would use your action to cast a 1st-level tech power, you can instead have your droid companion cast it. You still expend tech points as normal, and if the power requires concentration, it still uses your concentration. Your droid companion must use its action, and it uses its tech attack modifier and tech save DC instead of your own. At 5th level, your droid can cast 2nd-level tech powers in this way. This increases to 3rd-level powers at 9th level, 4th-level powers at 13th level, and 5th-level powers at 17th level. When you cast a power, you consume a number of uses of this feature equal to that power's level.
At 11th level, your droid companion must be within 30 feet of you to benefit from this feature. At 17th level, your droid companion must be within 60 feet.
You can use this feature four times, and you gain more uses at higher levels, as shown in the Modification Slots column of the engineer table. Each time you use this feature in excess of your proficiency bonus, your tech point maximum is reduced by 1 until you complete a long rest. You regain all expended uses when you complete a long rest.
Potent Integration
Astrotech Engineering: 3rd level
When your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.
Direct Controller
Astrotech Engineering: 6th, 9th, 13th, and 17th level
Your mastery of droids improves your ability to manipulate them. When you cast a power that could affect only droids or constructs, and you only affect droids with the power, you can choose to treat the power as if cast at your Max Power Level.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
Coordinated Attack
Astrotech Engineering: 14th level
When you are the source of an effect that would force other creatures to make a saving throw, and your droid is one of those creatures, you can have your droid automatically succeed on the save. When your droid is the source of an effect that would force other creatures to make a saving throw, and you are one of those creatures, you can choose to automatically succeed on the save.
Droid Defense
Astrotech Engineering: 18th level
While your droid can see you, it has advantage on all saving throws.
Audiotech Engineering
Those engineers who choose the Audiotech Engineering discipline focus on using a specially modified instrument to use music to assist their allies and disrupt their enemies.
Bonus Proficiencies
Audiotech Engineering: 3rd level
You gain proficiency in three musical instruments and audiotech's implements. Additionally, when you engage in crafting with audiotech’s implements, the rate at which you craft doubles.
Modified Instrument
Audiotech Engineering: 3rd level
You learn to modify an instrument utilizing your audiotech knowledge. Over the course of a long rest, you can modify an instrument. You must have the instrument and audiotech's implements in order to perform this modification.
Your modified instrument 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 modified instrument has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
Potent Amplitude
Audiotech Engineering: 3rd level
As an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.
Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.
When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.
Your song ends early if you are incapacitated
or die, or if you are no longer holding
your modified instrument.
You can initiate playing an enhanced
song twice. You regain all expended
songs when you finish a short or
long rest.
Song of Battle
When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.
Song of Support
When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.
Song of Disruption
When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.
Concussive Blast
Audiotech Engineering: 6th level
You add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.
Smooth Rhythm
Audiotech Engineering: 14th level
Whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.
Legendary Coda
Audiotech Engineering: 18th level
You've gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.
Once you've used this feature, you must complete a long rest before you can use it again.
Battle Crescendo
Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned for 1d4+1 turns. On a success, it takes half damage and isn't stunned. If a creature is killed by this power, its head explodes.
Support Crescendo
Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.
Disruption Crescendo
Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.
Audiotech Modifications
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.
Advanced Battle Enhancement
Prerequisite: 15th level, Prototype Battle
Enhancement
While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.
Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.
Advanced Disruption Enhancement
Prerequisite: 15th level, Prototype Disruption
Enhancement
While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.
Advanced Support Enhancement
Prerequisite: 15th level, Prototype Support
Enhancement
While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.
Battle Song Enhancement
Prerequisite: 5th level
While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.
Disruption Song Enhancement
Prerequisite: 5th level
While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.
Enthralling Performance
Prerequisite: 13th level, Hypnotic Melody
For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.
Once you've used this feature, you must complete a long rest before you can use it again.
Finding My Way
Prerequisite: Rush
While you are playing an enhanced song, when a creature would make a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Hypnotic Melody
As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.
Once you've used this feature, you can't use it again until you finish a short or long rest.
Inaudible Casting
Prerequisite: 7th level, Simple Melodies
When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.
Long Range Noise
Prerequisite: 13th level
The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.
Magnifying Device
Prerequisite: 5th level
While using your instrument as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.
Overwhelming Soundwaves
Prerequisite: 15th level
While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.
Prototype Battle Enhancement
Prerequisite: 9th level, Battle Song Enhancement
While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.
Additionally, when you use your Battle Song Enhancement feature, you create a third burst.
Prototype Disruption Enhancement
Prerequisite: 9th level, Disruption Song Enhancement
While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the tech override power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you your proficiency bonus to the check.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Prototype Support Enhancement
Prerequisite: 9th level, Support Song Enhancement
While playing your Song of Support, when you use your Song of Support's Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.
Restful Melody
Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d12 at 17th level.
Rush
While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.
Sharp Noise
As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.
This feature's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shock Mount
Prerequisite: 5th level
While using your instrument as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.
Simple Melodies
When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Sonar Pulse
As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.
Once you've used this feature, you can't use it again until you finish a short or long rest.
Song Flow
Prerequisite: 11th level
While playing an enhanced song, you can use your bonus action to change from one song to another.
Support Song Enhancement
Prerequisite: 5th level
While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).
Weapon Integration
You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.
Biochem Engineering
Those engineers who choose the Biochem Engineering discipline focus on utilizing their vast knowledge of medicine and chemistry to supply allies with potent healing and enemies with debilitating poisons and acids.
Bonus Proficiencies
Biochem Engineering: 3rd level
You gain proficiency in the Medicine skill, biochemist's kits, and poisoner's kits. Additionally, when you engage in crafting with biochemist's kits and poisoner's kits, the rate at which you craft doubles.
Modified Biochemist's Pack
Biochem Engineering: 3rd level
You learn to modify and combine your biochemist's kit and poisoner's kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can create your modified biochemist's pack. You must have a biochemist's kit, a poisoner's kit, and materials in order to perform this modification.
Your biochemist's pack 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 modified biochemist's pack has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
Your modified biochemist's pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an
effect determined by the mixture.
Corrosive Mixture
Your distributor emits a burst of acid.
The target must make a Dexterity sav-
ing throw. On a failed save, a creature
takes 1d6 + your Intelligence modifier acid
damage. This mixture's damage increases by
1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
Invigorating Mixture
Your distributor emits a bolt of kolto. The target
gains 1d6 + your Intelligence modifier temporary
hit points, which last until the end of your next
turn. The temporary hit points granted by this
mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Noxious Mixture
Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Biochemist's Touch
Biochem Engineering: 3rd level
Whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.
Potent Mixtures
Biochem Engineering: 6th level
When you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.
Epicenter
Biochem Engineering: 14th level
As a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Masterful Mixtures
Biochem Engineering: 18th level
When you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat
immunity as resistance.
Biochem Modifications
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.
Biochemist's Amplifer
Prerequisite: 5th level
While using your biochemist's pack as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.
Biochemist's Inhibitor
Prerequisite: 5th level
While using your biochemist's pack as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.
Chemical Counteragents
You may choose one type of damage that benefits from your Biochemist's Touch and Potent Mixtures features. While wearing your modified biochemist's pack you have resistance to that type of damage.
You can select this modification multiple times. Each time you do so, you must choose a different damage type.
Countertoxin
When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Detachable Distribution System
You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can't use it again until you recover it as an action.
Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Drone Distribution System
You upgrade your distributor, interfacing it with the target of your tracker droid interface power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You
regain all expended uses when you complete a short or long rest.
Expanded Chemicals: Combustibles
Prerequisite: 5th level
You add additional chemicals to your modified biochemist's pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.
Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Expanded Chemicals: Cryogenics
Prerequisite: 5th level
You add additional chemicals to your modified biochemist's pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.
Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, it gains 1 slowed level until the start of your next turn. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Expanded Chemicals: Restorative
Prerequisite: 5th level
You add additional chemicals to your modified biochemist's pack. When you restore hit points with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.
Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Expanded Mixtures: Adhesive
You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature gains 4 slowed levels until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.
Expanded Mixtures: Blinding
You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature
is blinded until the start of your next turn.
Expanded Mixtures: Hallucinogenic
You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
This feature has no effect on droids or constructs.
Explosive Distribution System
You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Injection Apparatus
You install a wrist mounted injection apparatus into your modified biochemist's pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can't use it while the hand is full.
When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.
Inoculation
You gain immunity to the poisoned and disease conditions.
Integrated EVA Functionality
You make several additions to your modified biochemist's pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist's pack.
Kolto Aerosol
Prerequisite: 9th level
You add a special dispersal system to your modified biochemist's pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.
Long-Range Distribution System
You upgrade your distributor, improving the range. When you use your action to activate your distributor,
you can choose to increase the range to 60 feet.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Luminous Gel
You've added a light-emitting gel to your modified biochemist's pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.
Oil Spill
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.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Persistent Chemicals
Prerequisite: 7th level
Whenever you use your Biochemist's Touch feature, you may select one creature that was damaged. At the start of each of that creature's turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Piercing Gel
Prerequisite: 11th level, Luminous Gel
Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.
Self-Injection Module
You install a special kolto injector into your modified biochemist's pack 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.
Smart Dispersal System
When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.
Spray Distribution System
You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Biotech Engineering
Those engineers who choose the Biotech Engineering discipline focus on the skill of modifying and upgrading the body through the use of cybernetic limbs and implants.
Bonus Proficiencies
Biotech Engineering: 3rd level
You gain proficiency in biotech's implements. Additionally, when you engage in crafting with biotech's implements, the rate at which you craft doubles.
Modified Self
Biotech Engineering: 3rd level
You've learned to make modifications to your body, cybernetically augmenting yourself. Over the course of a long rest, you can modify yourself with cybernetic augmentations. You must have biotech's implements in order to perform this modification.
While you have at least one cybernetic augmentation installed, your body counts as a tech focus for your tech powers. Additionally, you have 4 modification slots, and you gain more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
Quick-Release Stimulant
Biotech Engineering: 3rd level
When you are dealt damage by an attack while you have at least one cybernetic augmentation installed, you can use your reaction and expend one use of your Potent Aptitude to reduce the damage you take. The damage is reduced by an amount equal to 1d10 + your Constitution modifier + your engineer level. If you reduce the damage to 0, you can gain temporary hit points equal to the remaining damage reduction.
Overclock Body
Biotech Engineering: 6th level
You've learned to use your body as a conduit for your tech powers. When you cast a tech power, you can choose to pay up to half the cost of the tech power using your hit points instead of your tech points. When you do so, your maximum hit points are reduced by the same amount until you complete a long rest.
More Machine Than Man
Biotech Engineering: 14th level
While you have temporary hit points, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Focused Augmentation
Biotech Engineering: 18th level
You add your Intelligence modifier to Constitution saving throws you make to maintain concentration.
Additionally, when you cast a power that requires concentration and would affect only one target, you can target an additional creature with that power.
Biotech Modifications
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.
Active Camouflage Core
Prerequisite: 13th level
As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.
Anti-Dazzle Ocular Implant
This augmentation replaces your eyes.
You are immune to the blinded condition, and you can enable or disable your ability to see anytime. Additionally, your eyes are equipped with a holorecorder device. You can perfectly recall anything you've seen in the last 7 days.
Auto-Defibrillator
Prerequisite: 5th level, Hardy Torso Prothesis
The Constitution score of your Hardy Torso Prosthesis increases by 2. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Brawny Arm Prosthesis
This augmentation replaces an arm.
When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm's Strength score and your own.
You can choose this modification multiple times.
Celerity Leg Prosthesis
This augmentation replaces both legs.
When determining your bonus to AC and saving throws from Dexterity, your Dexterity score is treated as 15. If your Dexterity score is already equal to or greater than 15, it has no effect on you.
Additionally, you can substitute this score for your own whenever you make an ability check or attack roll that uses your legs.
Detachable Eye
This augmentation replaces an eye.
As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point. If it dies, you can't use it again until you complete a long rest. As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.
You can choose this modification multiple times.
Detachable Hand
This augmentation replaces a hand.
As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. If it dies, you can't use it again until you complete a long rest. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a container. You can move the hand up to its speed each time you use it.
You can choose this modification multiple times.
Fadecasting Inhibitor
Prerequisite: 5th level
While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.
Hardy Torso Prosthesis
This augmentation replaces your torso.
Your Constitution score becomes 13. Additionally, you have advantage on saving throws against poison.
Harpoon Hand
This augmentation replaces a hand.
You modify your hand, granting it the ability to transform into a harpoon. With this hand, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.
While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).
Once you've used this feature, you can't use your hand again until you recover and reinsert it as an action.
You can choose this modification multiple times.
Integrated Subdermal Armor
Prerequisite: 5th level
When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier.
Iridonian Grav-lev Hand
This augmentation replaces a hand.
Your unarmed strikes with this arm deal 1d4 ion damage, and your carrying capacity and the weight you can push, drag, or lift doubles. Additionally, you deal double damage to energy-based structures with your unarmed strikes.
You can choose this modification multiple times.
Magnetic Forearm Enhancement
This augmentation replaces a forearm.
Unarmed strikes with this hand have the reach property.
You can choose this modification multiple times.
Mighty Prowess Enabler
Prerequisite: 5th level, Brawny Arm Prothesis
The Strength score of your Brawny Arm Prosthesis increases by 2. Additionally, you are considered proficient with any weapon you wield with this arm. If the weapon requires two hands to use, and you are not already proficient with it, you only add half your proficiency bonus to attack rolls you make with it, unless you wield it with two of these arms.
You can choose this modification multiple times, but only once per arm.
Nighthawk Ocular Implant
This augmentation replaces your eyes.
You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.
Powered Harpoon Hand
Prerequisite: 9th level, Harpoon Hand
While your harpoon hand is deployed, when you cast a tech power with a range of touch, your hand can deliver the power as if it had cast it.
Rendcasting Inhibitor
Prerequisite: 5th level
While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.
Skills Enhancement Package
Prerequisite: 13th level
When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.
Sound Dampeners
This augmentation replaces your ears.
You are immune to the deafened condition, and you can enable or disable your ability to hear anytime. Additionally, your ears are equipped with a personal translator that allows you to understand up to 15 different languages, however, you cannot speak them. The languages can be changed out while interfaced with a protocol droid or appropriate computer.
Surveillance Implant
This augmentation replaces your face.
This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.
Survival and Surveillance Implant
Prerequisite: 9th level
This augmentation replaces your eyes and face.
This implant contains several tools for long-term survival and reconnaissance. As a bonus action, you
can activate one of the below modes that enable you to use several of these tools at once. Activating a different mode deactivates any currently active mode.
- Communications Mode: This communications suite includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver. While this mode is active, you cannot be deafened.
- Interceptor Mode: This is a jamming and electronic warfare suite that includes a comm jammer, a holotrace device and pocket scrambler.
- Respirator Mode: This includes a basic respirator that grants advantage on saving throws made to avoid being poisoned and resistance to poison damage.
Swift Gait Attuner
Prerequisite: 5th level, Celerity Leg Prothesis
The Dexterity score of your Celerity Leg Prosthesis increases by 2. Additionally, you gain proficiency in Dexterity saving throws.
Vector Amplifier
Prerequisite: 5th level
While using your body as a tech focus, you gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.
Vector Rangefinder
Prerequisite: 5th level
While using your body as a tech focus, you gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.
Voice Synthesizer
Prerequisite: 5th level
This augmentation replaces your throat.
This augmentation allows you to synthesize and perfectly mimic any voice that you have heard in the last month, and the synthesizer can translate verbal communications between up to 5 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer. Additionally, you can add your Intelligence modifier to any Charisma (Deception) check made to lie to another creature.
Weapon Integration
This augmentation replaces a forearm.
You can integrate a single weapon that weighs no more than 8 lb. into your forearm. While integrated, you can use a bonus action to hide or reveal the weapon, which can only be used while revealed. While hidden, the weapon has the hidden property. While revealed, the weapon has the fixed property.
You can choose this modification multiple times.
Withercasting Inhibitor
Prerequisite: 5th level
While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.
Construction Engineering
Those engineers who choose the Construction Engineering discipline create portable, pre-built battlements that allow them to command the battlefield.
Bonus Proficiencies
Construction Engineering: 3rd level
You gain proficiency in constructor's implements. Additionally, when you engage in crafting with constructor's implements, the rate at which you craft doubles.
Portable Structure
Construction Engineering: 3rd, 11th, and 17th level
You have constructed a set of malleable, portable fortifications that can elevate you and your allies. Over the course of a long rest, you create a portable structure that travels with you.
Your portable structure can only be directed by you, and you must have a tech focus in order to direct it remotely. If you lack a tech focus, you can instead direct it while it is within 5 feet of you. Your portable structure has the following features:
- Its AC equals your tech save DC.
- It has a number of hit points equal to 5 x your engineer level. If your structure is reduced to 0 hit points, it collapses and can't be used again until you spend 1 hour repairing it, which can be done during a short or long rest.
- You can restore missing hit points to your structure by casting the mending tech power on it, or by completing a short or long rest. Casting the mending tech power restores a number of missing hit points equal to your Intelligence modifier (minimum of one), but it can't be repaired to more than half its hit point maximum in this way. Completing a short rest restores your structure to half its hit point maximum, and completing a long rest restores it to its hit point maximum.
- Your structure has two modes: dismantled and deployed. While dismantled, your structure's speed equals your own, it hovers 5 feet off the ground, takes up the space of a 5-foot cube, and weighs 500 lbs. This increases to a 10-foot cube and 1,000 lbs. at 11th level, and a 15-foot cube and 2,000 lbs. at 17th level as you upgrade it. While deployed, your structure's speed is 0 and it takes up space dictated by how its deployed.
As an action, you can remotely deploy your structure at a space you can see on the ground within 30 feet of you, provided there is sufficient space to support it. This range increases to 60 feet at 11th level and 120 feet at 17th level. Automatic dismantling of your structure takes 1 minute, and can be initiated on your turn (no action required).
You can deploy your choice from these structures a combined total of four times, and you gain more uses at higher levels, as shown in the Modification Slots column of the engineer table. Each time you use this feature in excess of your proficiency bonus, your tech point maximum is reduced by 1 until you complete a long rest. You regain all expended uses when you complete a long rest.
Bridge
You deploy a bridge up to 30 feet long, 10 feet wide, and 3 feet thick. The bridge starts from the point at which you deploy it, and extends in a direction of your choice. When you dismantle your bridge, it retracts to the point at which you initially deployed it. Both ends of the bridge must be supported in some fashion; one end cannot be suspended in the air or on unstable terrain. The bridge can hold up to 1,000 lbs., any weight above which causes the bridge to instantly drop to 0 hit points, destroying it. If a creature is on the bridge when it is destroyed or dismantled, it must make a Dexterity saving throw against your tech save DC. On a successful saving throw, it reaches the closest part of the bridge that has stable support, or it maintains a grip on your bridge as it retracts, as appropriate. On a failed save, it falls.
When you reach 11th level, the bridge can now extend up to 45 feet long, 15 feet wide, and it can support up to 2,000 lbs. When you reach 17th level, the bridge can now extend up to 60 feet long, 20 feet wide, and it can support up to 4,000 lbs.
Cage
You create a cage that surrounds a cube up to 10 feet on each side centered on the target location. The cube is surrounded on all sides except the ground by 2-foot-thick walls. The walls and roof are completely opaque, and you choose whether the structure has a light source when you deploy it that provides bright light within the cube. Otherwise, the space within the cube is in complete darkness. The cage is permeable, allowing air, water, and sound to pass through it. You can attempt to trap unwilling Medium or smaller creatures inside the cage. When you deploy this structure in an unwilling creature's space, it must make a Dexterity saving throw against your tech save DC. On a successful save, it can immediately move to nearest unoccupied space outside of the cage. Otherwise, it is trapped within the structure when it is deployed.
When you reach 11th level, the cage can extend up to 15 feet on each side, and it can trap creatures of Large size or smaller. When you reach 17th level, the cage can extend up to 20 feet on each side, and it can trap creatures of Huge size or smaller.
Shelter
You erect a shelter up to 15 feet long, 10 feet wide, and 10 feet tall, with one-foot-thick walls, a roof, and a floor. It has a single door along its walls in a location of your choice. The building has temperature control and lighting systems, and can withstand harsh winds, heavy rain and snow. Any creature inside the shelter is protected from hazardous environmental effects outside the shelter such as extreme heat or cold. The structure does not provide additional breathing air for anyone inside if the environment it is placed in is not breathable. The shelter can comfortably support up to 5 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures.
When you reach 11th level, the shelter can extend up to 30 feet long, 15 feet wide, 15 feet tall, and it can now comfortably support up to 10 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, they regain all spent Hit Dice, instead of only half. When you reach 17th level, the shelter can extend up to 45 feet long, 20 feet wide, 20 feet tall, and it can now comfortably support up to 10 Large creatures. For each Large creature, it can instead support 2 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, their exhaustion level is reduced by 2, instead of only 1.
Tower
You erect a tower from a 5-foot square platform centered on the target location that rises up to 30 feet. If the tower is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the tower. A creature can choose to fail the save. The tower comes equipped with a ladder that reaches from the ground to the platform.
When you reach 11th level, the tower's platform can extend 5 feet by 10 feet and rise up to 40 feet. When you reach 17th level, the tower's platform can cover a 10-foot square, and rise up to 50 feet. Additionally, any creature on the tower's platform has advantage on Wisdom (Perception) checks that rely on sight.
Wall
You deploy a wall up to 30 feet long, 10 feet high, and 3 feet thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 3 feet thick. The wall features ramparts deep enough to support creatures of Medium size or smaller, and provides one-quarter cover to any creature on its ramparts. The wall includes a ladder on the side of your choice. You choose whether the wall contains any openings otherwise. Any openings chosen in this way can be seen through on both sides. The wall can be climbed, but requires a Strength (Athletics) check against your tech save DC for any creature without a climbing speed. A creature can only make this check once per turn.
When you reach 11th level, the wall can deploy up to 45 feet long and 15 feet high, or a ringed wall up to 15 feet in diameter and 15 feet high. Additionally, the wall now provides half cover to any creature on its ramparts. When you reach 17th level, the wall can deploy up to 60 feet long and 20 feet high, or a ringed wall up to 20 feet in diameter and 20 feet high. Additionally, the wall now provides three-quarters cover to any creature on its ramparts.
Potent Fortifications
Construction Engineering: 3rd level
When a friendly creature other than you that you can see is hit with a ranged attack while within 5 feet of your deployed portable structure, you can use your reaction and expend one use of your Potent Aptitude to have your structure take the damage instead. If your structure would normally have immunity or resistance to this damage, it loses that immunity or resistance for this attack. When you do so, the damage is reduced by an amount equal to 1d10 + your Intelligence modifier + your engineer level.
Build and Destroy
Construction Engineering: 6th level
You've learned how to manipulate the weak points in structures with your technology. Your tech powers and weapon attacks gain the siege property, and your portable structures have resistance to kinetic, energy, and ion damage dealt by weapons.
Structural Knowledge
Construction Engineering: 14th level
You can spend 1 hour inspecting and looking over a structure you can see from every angle available to you and comparing it to data you have on hand. At the end of the hour, you learn the basic blueprints for the structure, including but not limited to:
- The structure's total hit points.
- Any common materials that make up the structures.
- Whether or not the structure is in use or abandoned.
- The total floor count for the structure, as well as the general purpose of each floor if it was created to suit a specific purpose.
- All non-secret entrances (including doors, windows, vents, pipe systems) and where you could find them.
- A basic map-layout of every floor and ventilation system for the building.
- The history of the building such as what company or species could have constructed it, as well as how long it's been built.
- Any structural weak points it might have.
Additionally, when you make an Investigation check while searching this structure for hidden structural elements, such as doors or passages, if you have constructor's implements, you can treat a d20 roll of 9 or lower as a 10.
Master Builder
Construction Engineering: 18th level
Your ability with your portable structures has reached untold superiority. You gain the following benefits:
- You can have two structures active at a time, instead of only one, as you learn to more efficiently use your portable structure.
- Your structures no longer take double damage from the siege property.
- Your structures no longer automatically fail Strength, Dexterity, and Constitution saving throws. Instead, your structure adds your proficiency bonus to the d20 roll when it makes one of these saving throws.
Cybertech Engineering
Those engineers who choose the Cybertech Engineering discipline focus on the ability to craft reusable consumables and items that augment and complement their techcasting abilities.
Bonus Proficiencies
Cybertech Engineering: 3rd level
You gain proficiency in cybertech's implements. Additionally, when you engage in crafting with cybertech's implements, the rate at which you craft doubles.
Cybertech Contraptions
Cybertech Engineering: 3rd level
You learn modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can modify your wristpad. You must have a wristpad and cybertech's implements in order to perform this modification.
Your wristpad 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 modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
Potent Techcasting
Cybertech Engineering: 3rd level
When you miss with a tech attack roll, or a creature succeeds on a saving throw against a tech power you cast, you can expend one use of your Potent Aptitude to overwhelm them. Roll the die, and either add it to the attack roll or subtract it from their saving throw.
Adaptable Applications
Cybertech Engineering: 6th, 9th, 13th, and 17th level
When you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
Combat Contrivances
Cybertech Engineering: 14th level
When you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.
Perfected Purposing
Cybertech Engineering: 18th level
When you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Cybertech Modifications
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.
Advanced Biotic Amplifier
Prerequisite: 15th level, Prototype Biotic Amplifier
You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can't exceed the number of hit points regained.
Advanced Corrosive Amplifier
Prerequisite: 15th level, Prototype Corrosive Amplifier
You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.
Advanced Cryo Amplifier
Prerequisite: 15th level, Prototype Cryo Amplifier
You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.
Advanced Explosive Amplifier
Prerequisite: 15th level, Prototype Explosive Amplifier
You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.
Arakyd Vector
Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.
Augmented Explosive
You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you've activated an explosive, it can't be activated again until you finish a short or long rest.
You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.
Belasco Dynamics
Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.
Biotic Amplifier
You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can't exceed the number of hit points restored.
You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.
Climbing Gloves
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.
Corrosive Amplifier
You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.
You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Cryo Amplifier
You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.
You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Darkvision Goggles
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.
Explosive Amplifier
You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.
You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Imaging Amplifier
You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack's target to a duplicate.
You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Jet Boots
Prerequisite: 7th level
You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.
The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can't be activated again until you finish a short or long rest.
Mechanical Arm
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.
You can choose this modification twice.
Prototype Biotic Amplifier
Prerequisite: 7th level, Biotic Amplifier
You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can't exceed the number of hit points regained.
Prototype Corrosive Amplifier
Prerequisite: 7th level, Corrosive Amplifier
You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.
Prototype Cryo Amplifier
Prerequisite: 7th level, Cryo Amplifier
You fine tune your Cryo Amplifier. When you activate this amplifier, the creature gains 1 slowed level until the end of your next turn.
Prototype Explosive Amplifier
Prerequisite: 7th level, Explosive Amplifier
You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature
takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.
Powered Grappling Hook
Prerequisite: 9th level, Wrist-Mounted Grappling Hook
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.
Sentry Turret
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.
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.
Truesight Goggles
Prerequisite: 11th level, Darkvision Goggles
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.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Wrist-Mounted Grappling Hook
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.
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.
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).
Once you've used this feature, you can't use it again until you recover and reinsert the hook as an action.
Adept Specialist
Those fighters who choose to become Adept Specialists tap into a latent Force-sensitivity to augment their martial prowess, blending the two to accelerate their bodies and blows. An adept speeds across the battlefield, attacking opponents in a flurry of blows before dashing off again.
Forcecasting
Adept Specialist: 3rd level
You have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
Force Powers Known
You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Adept Specialist Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.
Force Points
You have a number of force points equal to your fighter level, as shown in the Force Points column of the Adept Specialist Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
Max Power Level
Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Adept Specialist Forcecasting table.
You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
Forcecasting Ability
Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.
Force save DC = 8 + your proficiency bonus +
your forcecasting ability modifier
Force attack modifier = your proficiency bonus +
your forcecasting ability modifier
Growing Momentum
Adept Specialist: 3rd, 5th, 9th, 13th, and 17th level
You can cast the burst of speed force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain any expended uses when you finish a long rest.
Whirling Weapons
Adept Specialist: 7th level
Your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.
Adept Forcecasting
Level | Force Powers Known |
Force Points |
Max Power Level |
---|---|---|---|
3rd | 4 | 3 | 1st |
4th | 6 | 4 | 1st |
5th | 7 | 5 | 1st |
6th | 8 | 6 | 1st |
7th | 10 | 7 | 2nd |
8th | 11 | 8 | 2nd |
9th | 12 | 9 | 2nd |
10th | 13 | 10 | 2nd |
11th | 14 | 11 | 2nd |
12th | 15 | 12 | 2nd |
13th | 17 | 13 | 3rd |
14th | 18 | 14 | 3rd |
15th | 19 | 15 | 3rd |
16th | 20 | 16 | 3rd |
17th | 22 | 17 | 4th |
18th | 23 | 18 | 4th |
19th | 24 | 19 | 4th |
20th | 25 | 20 | 4th |
Focused Breathing
Adept Specialist: 10th level
You learn to recover some of your expended power quickly. When you use your Second Wind you also regain a number of force points equal to your Wisdom or Charisma modifier (your choice, a minimum of one).
Unstoppable Force
Adept Specialist: 15th level
You learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.
Instant Acceleration
Adept Specialist: 18th level
You reach the pinnacle of your training, moving faster than eyes or most sensors can track. When you use Action Surge feature, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
Demolitions Specialist
Those fighters who choose to become Demolitions Specialists are experts in using explosives in combat. They have an explosive for every situation, whether it be breaching a fortified bunker, taking down a walker, or simply demonstrating that in combat, standing too close to your squadmates can be fatal.
Bonus Proficiencies
Demolitions Specialist: 3rd level
You gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.
Explosive Charge
Demolitions Specialist: 3rd, 7th, and 15th level
You learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.
Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creature within
5 feet must make a Dexterity saving throw (DC =
8 + your proficiency bonus + your Intelligence modifier). A creature takes 2d4 + your
Intelligence modifier kinetic damage on a
failed save, or half as much on a successful one.
The damage of your charges increases to 3d4
at 7th level and 4d4 at 15th level.
Cause and Effect
Demolitions Specialist: 7th level
You learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.
Volatile Reflexes
Demolitions Specialist: 10th level
When a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.
Backup Plans
Demolitions Specialist: 15th level
When you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.
Bombard
Demolitions Specialist: 18th level
When a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.
Enhancement Specialist
Those fighters who choose to become Enhancement Specialists learn to apply their technological prowess to their blasters. With their deep understanding of both their weapon and how to manipulate its ammunition on the fly, they can often turn the tides of a battle with a single shot.
Studied Shooter
Enhancement Specialist: 3rd level
You learn specialized theory typical for practitioners of the enhancement trade. You gain proficiency in your choice of the Lore or Technology skills. Additionally, you learn your choice of the encrypted message or minor hologram tech power. Intelligence is your techcasting ability for these powers.
Special Ammunition
Enhancement Specialist: 3rd level
You learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.
Ammunition Enhancements
You know two ammunition enhancements of your choice, which are detailed under "Ammunition Enhancements" below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,
You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.
Amplified Shots
You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn't involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.
Saving Throws
Some of your ammunition enhancements require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Ammunition save DC = 8 + your proficiency bonus +
your Dexterity modifier
Ammunition Enhancements
The ammunition enhancements are presented in alphabetical order.
Carbonite Shot
When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, it gains 1 slowed level, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.
The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.
Coercing Shot
You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The poison damage increases to 4d6 when you reach 18th level in this class.
Explosive Shot
You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.
The fire damage increases to 4d6 when you reach 18th level in this class.
Hallucinogen Shot
You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Piercing Shot
You enhance your shot with armor-piercing properties. When you use this option, you don't make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon's type. On a successful save, a target takes half as much damage.
The extra damage increases to 2d6 when you reach 18th level in this class.
Quell Shot
You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The poison damage increases to 4d6 when you reach 18th level in this class.
Seeking Shot
You apply a tracing signal to your shot. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The kinetic damage increases to 2d6 when you reach 18th level in this class.
Enhanced Shot
Enhancement Specialist: 7th level
You gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
Redirected Shot
Enhancement Specialist: 10th level
You learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Ever-Ready Shot
Enhancement Specialist: 15th level
Your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.
Ammunition Upgrades
Enhancement Specialist: 18th level
Your ammunition enhancements improve.
Exhibition Specialist
Those fighters who choose to become Exhibition Specialists can't help but show off. Even where there isn't an audience, these warriors take command of the battlefield as though it were a stage.
Bonus Proficiencies
Exhibition Specialist: 3rd level
You gain proficiency in one Charisma skill of your choice.
In The Spotlight
Exhibition Specialist: 3rd level
You can overwhelm an opponent with your unique blend of skill and style. As a bonus action, you can choose one creature you can see within 30 feet of you. The target is marked for 1 minute. While the target is marked, you gain the following benefits:
- You can add half your Charisma modifier (minimum of one) to any weapon damage roll you make against the marked target that doesn't already include that modifier.
- Your critical hit range against the marked target increases by 1.
- If the marked target is reduced to 0 hit points, you regain hit points equal to your fighter level + your Charisma modifier (minimum of 1).
This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a short or long rest.
Showoff
Exhibition Specialist: 3rd, 5th, 9th, 13th, and 17th level
You're a master at dazzling your friends and enemies alike. When you would make a Strength, Dexterity, Constitution, or Charisma check, you can roll a d4 and add it to the roll. On a success, you can immediately choose a number of creatures within 30 feet of you that can see you up to your Charisma modifier (no action required, minimum of one). Each creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. This effects ends on a target after 1 minute, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on this saving throw, the target has no hint you tried to charm it.
This die increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Glory Kill
Exhibition Specialist: 7th level
As you defeat your enemies in combat, you can weaken the morale of other foes or bolster the resolve of your allies alike. When you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). Each of the chosen
creatures are affected by one of the following effects of your choice:
- The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
- The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn.
Relentless Competitor
Exhibition Specialist: 10th level
Once on each of your turns, you can regain a use of your Action Surge (no action required). If you do so, you immediately suffer one level of exhaustion.
Glorious Defense
Exhibition Specialist: 15th level
Your glory on the battlefront can misdirect attacks. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.
The Beauty of Violence
Exhibition Specialist: 18th level
You've perfected a fighting style that allows you to stylishly dominate the field of battle. When you mark a creature with your In The Spotlight feature, you can enhance it. For the duration of the mark, you gain the following additional benefits:
- You can add your full Charisma modifier, instead of half, to any weapon damage roll you make against the marked target that doesn't already include that modifier.
- You can add half your Charisma modifier (minimum of one) to any weapon attack roll you make against the marked target that doesn't already include that modifier.
- If the marked target is reduced to 0 hit points, you can use your reaction to mark a new creature within 30 feet of you. The duration of the new mark is equal to the remaining duration of the existing mark.
This effect ends early if
you're incapacitated or die. Once you've
used this feature, you can't use it
again until you finish a long rest.
Fireteam Specialist
When charging onto the frontlines of the galaxy's harshest conflicts, it pays to have people you can trust at your side. Those fighters who choose to become Fireteam Specialists command the respect and loyalty of those beside them by guiding their squad through thick and thin.
Improved Combat Superiority
Fireteam Specialist: 3rd level
Your tactical skill in combat improves, granting bonuses to your Combat Superiority.
Improved Maneuvers
You know four maneuvers of your choice, instead of two, and you earn more at higher levels, as shown in the Maneuvers Known column of the Fireteam Superiority table.
Improved Superiority Dice
You have four superiority dice, instead of two, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Fireteam Superiority table.
Lead By Example
Fireteam Specialist: 3rd level
Once per turn, when an ally that can see or hear you attacks a creature that you can see, you can expend a superiority die and enhance that ally's attack, using one of the maneuvers that you know.
Rally the Troops
Fireteam Specialist: 7th level
When you use your Second Wind feature, you can choose up to three allies within 60 feet of you that can see or hear you. Each ally gains temporary hit points equal to your fighter level.
You can choose an additional ally at 9th, 13th, and 17th level.
On Your Six
Fireteam Specialist: 10th level
You can use your bonus action to begin a coordinated maneuver with an ally who is within 5 feet of you. For the next minute, while you and the chosen ally are within 5 feet of each other and neither of you are wielding a shield, you each gain a bonus to AC equal to half your proficiency bonus.
When the chosen ally moves on their turn, you can use your reaction to move with them. You must end this movement within 5 feet of the ally, and this movement can't exceed your speed.
This effect ends early if either you or your ally are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.
Fireteam Superiority
Level | Maneuvers Known |
Superiority Dice Quantity |
---|---|---|
3rd | 4 | 4 |
4th | 5 | 4 |
5th | 6 | 5 |
6th | 7 | 5 |
7th | 9 | 6 |
8th | 10 | 6 |
9th | 11 | 7 |
10th | 12 | 7 |
11th | 14 | 8 |
12th | 15 | 8 |
13th | 16 | 9 |
14th | 17 | 9 |
15th | 19 | 10 |
16th | 20 | 10 |
17th | 21 | 11 |
18th | 22 | 11 |
19th | 23 | 12 |
20th | 24 | 12 |
Tactical Advice
Fireteam Specialist: 15th level
Over the course of one minute, you can share knowledge with up to five allies. For the next hour, the chosen creatures gain all of your weapon and armor proficiencies, and a single use of your Indomitable feature.
You can choose an additional ally at 17th level.
Once you've used this feature, you can't use it again until you complete a long rest.
No Soldier Left Behind
Fireteam Specialist: 18th level
While under the effects of On Your Six, if either you or your ally are reduced to 0 hit points, you can end On Your Six to have them drop to 1 hit point instead. When you do so, the effects of On Your Six persist until the start of your next turn.
Fireteam Specialist (Companion)
When charging onto the frontlines of the galaxy's harshest conflicts, it pays to have people you can trust at your side. Those fighters who choose to become Fireteam Specialists work in tandem with a companion, becoming more than either could be on their own.
Bonus Proficiencies
Fireteam Specialist: 3rd level
You gain proficiency in your choice of the Persuasion or Intimidation skill.
Improved Combat Superiority
Fireteam Specialist: 3rd level
Your tactical skill in combat improves, granting bonuses to your Combat Superiority.
Improved Maneuvers
You know four maneuvers of your choice, instead of two, and you earn more at higher levels, as shown in the Maneuvers Known column of the Fireteam Superiority table.
Improved Superiority Dice
You have four superiority dice, instead of two, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Fireteam Superiority table.
Humanoid Companion
Fireteam Specialist: 3rd, 11th, and 17th level
You've been assigned a squadmate who is under your command, gaining a humanoid companion.
Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.
In addition to its traits and features, your companion gains additional benefits while it is bonded to you:
- Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your number of Hit Dice that can be spent to restore hitpoints is reduced by 1.
Lastly, while your companion is bonded to you and within 10 feet of you, your companion can uses your superiority dice and maneuvers as if it knows them.
This radius increases to 30 feet at 11th level, and 60 feet at 17th level.
Rally the Troops
Fireteam Specialist: 7th level
When you use your Second Wind feature while your companion is within 10 feet of you, your companion regains hit points and gains temporary hit points equal to your fighter level.
This radius increases to 30 feet at 11th level, and 60 feet at 17th level.
On Your Six
Fireteam Specialist: 10th level
While your companion is within 5 feet of you, you can use your bonus action to begin a coordinated
Fireteam Superiority
Level | Maneuvers Known |
Superiority Dice Quantity |
---|---|---|
3rd | 4 | 4 |
4th | 5 | 4 |
5th | 6 | 5 |
6th | 7 | 5 |
7th | 9 | 6 |
8th | 10 | 6 |
9th | 11 | 7 |
10th | 12 | 7 |
11th | 14 | 8 |
12th | 15 | 8 |
13th | 16 | 9 |
14th | 17 | 9 |
15th | 19 | 10 |
16th | 20 | 10 |
17th | 21 | 11 |
18th | 22 | 11 |
19th | 23 | 12 |
20th | 24 | 12 |
maneuver. For the next minute, while you and your companion are within 5 feet of each other and neither of you are wielding a shield, you each gain a bonus to AC equal to half your proficiency bonus.
This effect ends early if either you or your companion are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.
Indomitable in Tandem
Fireteam Specialist: 15th level
When you and your companion are both forced to make a saving throw against the same effect, and one—but not both—of you fails, you can expend a use of your Indomitable feature to instead have you both succeed.
No Soldier Left Behind
Fireteam Specialist: 18th level
While under the effects of On Your Six, if either you or your companion are reduced to 0 hit points, you can end On Your Six to have them drop to 1 hit point instead. When you do so, the effects of On Your Six persist until the start of your next turn.
Heavy Weapons Specialist
Some manned instruments of war require their user to have superior physical prowess to overcome their weight and encumbrance. Those fighters who choose to become Heavy Weapons Specialists use their powerful bodies, and powerful armaments, to overwhelm their foes.
Rock Steady
Heavy Weapons Specialist: 3rd level
You have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.
My Little Friend Says Hello There
Heavy Weapons Specialist: 3rd level
You know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties.
Maximum Output
Heavy Weapons Specialist: 7th level
When you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, the first time you deal damage with the weapon before the start of your next turn, you deal additional damage of the same type as the weapon's damage. If this instance would deal damage to multiple creatures, you can only apply this additional damage to one of them. For each attack you forgo, you deal additional damage equal to 1d12 + half your fighter level. If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon's burst or rapid property, you instead deal normal weapon damage.
Straight Through
Heavy Weapons Specialist: 10th level
When you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.
Overwhelm
Heavy Weapons Specialist: 15th level
When you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make, or if one creatures fails the saving throw against your weapon's burst or rapid property, before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon's burst or rapid property, you instead deal normal weapon damage.
Pure Performance
Heavy Weapons Specialist: 18th level
At 18th level, attack rolls you make while wielding a weapon with the heavy or strength properties can't suffer from disadvantage.
Mounted Specialist
Those fighters who choose to become Mounted Specialists excel at mounted combat. Mounted Specialists are most dangerous from the seat of a speeder or saddle of a varactyl, though they can hold their own from the ground. Their versatility often has them leading the charge or protecting the team.
Bonus Proficiencies
Mounted Specialist: 3rd level
You gain proficiency in Animal Handling or Piloting.
Born to the Saddle
Mounted Specialist: 3rd level
Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark
Mounted Specialist: 3rd level
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
Additionally, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Warding Maneuver
Mounted Specialist: 7th, 9th, 13th, and 17th level
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is dealt damage by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses of it when you finish a long rest.
Hold the Line
Mounted Specialist: 10th level
You become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target gains 4 slowed levels until the end of the current turn.
Ferocious Charger
Mounted Specialist: 15th level
You can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Vigilant Defender
Mounted Specialist: 18th level
You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Praetorian Specialist
Those fighters who choose to become Praetorian Specialists seek perfection of both body and mind. These warriors master the art of warfare, and are often sought as bodyguards for the galaxy's elite. They are engines of destruction and resilience, able to fight on to their last breath.
Bonus Proficiency
Praetorian Specialist: 3rd level
You gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Fighting Spirit
Praetorian Specialist: 3rd level
Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at
10th level and 15 at 15th level.
You can use this feature three times.
You regain all expended uses when you
finish a long rest.
Resilient Retainer
Praetorian Specialist: 7th level
Your discipline and attention to detail allow you to excel in social situations. You gain proficiency in Persuasion.
Additionally, your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Tireless Spirit
Praetorian Specialist: 10th level
When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Rapid Strike
Praetorian Specialist: 15th level
You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Strength Before Weakness
Praetorian Specialist: 18th level
Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you've used this feature, you can't use it again until you finish a long rest.
Totem Specialist
Those fighters who become Totem Specialists tap into a primal attunement to the Force, applying tribal ceremony to create powerful talismans that enhance their abilities.
Bonus Proficiencies
Totem Specialist: 3rd level
You gain proficiency with your choice of artist's implements or jeweler's implements.
Totem Creation
Totem Specialist: 3rd level
You've learned to create powerful talismans infused with the Force. Your totems can take the form of sigils painted directly onto your equipment, or adornments attached to it, as you see fit. Regardless of the form they take, only you can benefit from them. You learn two totems of your choice, which are detailed under "Totems" below. When you complete a long rest, you can replace one totem you know with a different one.
When you finish a long rest, you can touch a number of weapons, armor, or shields equal to the number of totems you know, affixing a different totem to each object. Your totem remains affixed until you finish a long rest, and an object can only bear one totem at a time. You must be wielding or wearing the object to benefit from a totem affixed to it.
Each totem can be invoked to grant an effect. Once you've invoked a totem in this way, you can't do so again until you complete a short or long rest.
Totem Options
The totems are listed in alphabetical order. If a totem requires a saving throw, the DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).
Totem of the Acklay
This totem evokes the ferocity of an acklay, granting you advantage on Intelligence (Nature) checks and Charisma (Intimidation) checks.
Additionally, you can invoke the totem as a bonus action. For 10 minutes, your carrying capacity and the weight you can push, drag, or lift doubles, and your Strength score increases by 2. This increase can cause your score to exceed 20.
Totem of the Hawk
This totem is inspired by the visage of a hawk, granting you advantage on Intelligence (Investigation) checks, and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
Additionally, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the totem and force the creature to make a Constitution saving throw by emitting a powerful sound. Unless the save succeeds, the creature is dazed, suffering from the charmed condition, for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the totem, you can't do so again until you finish a short or long rest. A deaf creature automatically succeeds on its saving throw.
Totem of the Loth-wolf
This totem emulates the near etherealness of a loth-wolf, granting you advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
Additionally, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the totem and cause that attack to target a different creature within 30 feet of you (other than the attacker) that you can see, using the same roll. This ability can transfer the attack regardless of the attack's range.
Totem of the Rancor
This totem bestows a resilience reminiscent of a mighty rancor, granting you advantage on saving throws against being poisoned and resistance to poison damage.
Additionally, you can invoke the totem as a bonus action, gaining resistance to energy and kinetic damage for 1 minute.
Totem of the Sarlacc
This totem channels the experience of an ancient sarlacc, granting you expertise in any one tool in which you are proficient.
Additionally, when you hit a creature with a weapon attack, you can invoke the totem to summon the tentacles of the creature: The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the tentacles, the target takes 2d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, tearing free on a success.
Totem of the Vornskr
With this totem you are able to access the Force-enhanced senses of the vornskr, granting you advantage on Wisdom (Survival) checks, and you can't be surprised as long as you are not incapacitated.
Additionally, you can invoke the totem as a bonus action to enter a state of hyper awareness for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.
Totemic Might
Totem Specialist: 3rd level
You can channel the power of your Force awareness temporarily. As a bonus action, you can gain the following benefits for 1 minute. You can invoke a totem as a part of this same bonus action.
- Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
- You have advantage on Strength checks
and Strength saving throws. - Your weapon attacks deal an extra
1d6 damage.
This effect ends early if you are
incapacitated or die. You can use
this feature twice. You regain all
expended uses of it when you
finish a long rest.
Guardian Spirit
Totem Specialist: 7th level
You learn to invoke your totems to
protect your allies. When another
creature you can see within 60
feet of you is hit by an attack roll,
you can use your reaction to
grant a bonus to the creature's
AC against that attack. The
bonus equals 1 + your Wisdom or
Charisma modifier (your choice,
minimum of +2).
Primal Avatar
Totem Specialist: 10th level
You learn a third totem. Additionally, the bonus damage of your Totemic Might feature increases
to 1d8. Lastly, you have advantage on Lore checks
you make about tribal cultures.
Spirit Guide
Totem Specialist: 15th level
You can invoke each of your totems twice, instead of once. You regain all expended uses when you finish a short or long rest.
Blessing of the Tree of Light
Totem Specialist: 18th level
You learn how to share your totem's power with your allies. When you use your Totemic Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature
also gains the benefits of your Totemic Might feature.
If you are incapacitated or killed, this effect immediately ends for both of you.
Aqinos Form
Aqinos Form, also know as Adaptation Form, is named after a Jedi Master who sought to merge technology with Force use. Those guardians who focus on Aqinos Form adopt these tenets to employ clever exploits using technology and the aid of a droid companion.
Bonus Proficiencies
Aqinos Form: 3rd level
You gain proficiency in astrotech's implements and the Technology skill.
Form Basics
Aqinos Form: 3rd level
You gain the Aqinos lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form.
Techcasting Secrets
Aqinos Form: 3rd level
You have learned to blend your technological aptitude with the Force. Choose two tech powers of no higher level than your Max Power Level, as shown in the guardian table. The chosen powers count as both universal force powers and tech powers for you, but are not included in the number in the Powers Known column of the guardian table.
You learn two additional powers at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of no higher level than your Max Power Level.
Droid Companion
Aqinos Form: 3rd, 5th, 9th, 11th, 13th, and 17th level
You learn to employ all the knowledge you've accumulated to create, customize, and bond with your own droid companion.
Create your droid companion as detailed in the Companions section of the Customization Options document for Expanded Content. You must have astrotech's implements in order to create your droid.
If your companion is irreparably destroyed, or you want a companion, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.
In addition to its traits and features, your droid companion gains additional benefits while it is bonded to you:
- Your companion is a valid target of the tracker droid interface tech power.
- Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each companion trait in excess of your proficiency bonus, your force point maximum is reduced by 2. Over the course of a long rest, you can replace or remove a number of companion traits equal to half your Intelligence modifier (minimum of one).
Lastly, while bonded and within 10 feet of you, your companion can cast the tech powers you know without expending tech points. If your companion casts an at-will power in this way, it does not scale normally at higher levels. Instead, if it would scale at 5th level, it instead scales at 11th level, and if it would scale at 11th level, it instead scales at 17th level. If your companion casts a power of 2nd-level or higher, it consumes a number of uses of this feature equal to that power's level. At 11th level, your droid companion must be within 30 feet of you to benefit from this feature. At 17th level, your droid companion must be within 60 feet. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.
Channel the Force
Aqinos Form: 7th level
You learn your choice of the Cause Harm or Lend Aid Channel the Force options, and when you use either of these options, you gain additional benefits.
Cause Harm
You can choose to deal ion damage instead of necrotic.
Lend Aid
Droids and constructs are now valid targets.
Adaptive Calibration
Aqinos Form: 15th level
When you reduce a hostile creature to 0 hit points with a tech power, or you restore hit points to a friendly creature that is at 0 hit points with a tech power, you regain an expended use of your Channel the Force, and you gain temporary force points equal to the power's level.
Master of Adaptation
Aqinos Form: 20th level
Your masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom or Charisma (your choice) scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
- You have resistance to ion damage, and you can't have disadvantage on saving throws against ion or lightning damage.
- You can't have disadvantage on attack rolls you make as a part of a tech power, and enemies can't have advantage on saving throws against your tech powers.
- You add your governing ability modifier (minimum of +1) to any damage or healing you do with tech powers you cast that don't already include that modifier.
While you are conscious and your droid is within 60 feet of you and conscious, it also gains these benefits.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Ataru Form
Ataru Form, also know as Aggression Form, is a kinetically active form that relies on speed, acrobatics, and power. Those guardians who focus on Ataru Form utilize high energy tactics to confuse and distract their opponents, quickly moving about the battlefield.
Form Basics
Ataru Form: 3rd level
You gain the Ataru lightsaber form, detailed in Chapter 6 of the Player's Handbook. If you already know this form, you can instead choose another lightsaber form.
The Way of the Hawk-Bat
Ataru Form: 3rd level
As a bonus action, you can take an aggressive stance, leaping around the battlefield for 1 minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the force jump power at 1st-level without expending force points. Additionally, when you cast force jump, you have advantage on the first attack roll you make against each creature within 5 feet of where you land.
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.
Channel the Force
Ataru Form: 3rd level
You gain the following Channel the Force option.
Retreating Leap
When a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.
Hawk-Bat Swoop
Ataru Form: 7th level
You gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.
Additionally, you no longer take damage when falling from a distance no greater than your walking speed.
Whirlwind Attack
Ataru Form: 15th level
You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Master of Aggression
Ataru Form: 20th level
Your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. 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:
- You have resistance to kinetic, energy, and ion damage from weapons.
- When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.
- When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.
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.
Jar'Kai Form
Jar'Kai Form, also known as Domination Form, utilizes two weapons to overwhelm their foes. Those guardians who focus on Jar'Kai Form know that two weapons offer greater versatility than one, and capitalize on the twin angles from which they attack to subdue their enemies.
Form Basics
Jar'Kai Form: 3rd level
You gain the Jar'Kai lightsaber form, detailed in Chapter 6 of the Player's Handbook. If you already know this form, you can instead choose another lightsaber form.
The Way of the Acklay
Jar'Kai Form: 3rd level
As a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn't already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Channel the Force
Jar'Kai Form: 3rd level
You gain the following Channel the Force option.
Twin Strike
Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).
Eye of the Storm
Jar'Kai Form: 7th level
When you score a critical hit with a melee weapon attack, you regain an expended use of your Channel the Force.
Rising Whirlwind
Jar'Kai Form: 15th level
As an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate two light- or vibro-weapons in each hand with which you are proficient, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn't already include that modifier.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Master of Domination
Jar'Kai Form: 20th level
You are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores 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:
- You have resistance to kinetic, energy, and ion damage from weapons.
- When you hit a creature with a melee weapon attack, you have advantage on the next melee weapon attack roll you make against that creature, and that creature provokes an opportunity attack from you even if they take the Disengage action before leaving your reach until the end of your next turn.
- Creatures provoke an opportunity attack from you when they enter your reach.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Juyo/Vaapad Form
Juyo/Vaapad Form, also known as Ferocity Form, revels in the satisfaction of battle and victory. Those guardians who focus on Juyo/Vaapad Form channel their emotions into their fighting, making heavy, sweeping strikes.
Bonus Proficiencies
Juyo/Vaapad Form: 3rd level
You gain proficiency in heavy armor.
Form Basics
Juyo/Vaapad Form: 3rd level
You gain your choice of the Juyo or Vaapad lightsaber form, detailed in Chapter 6 of the Player's Handbook. If you already know the chosen form, you can instead choose another lightsaber form.
The Way of the Vornskr
Juyo/Vaapad Form: 3rd level
As a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.
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.
Channel the Force
Juyo/Vaapad Form: 3rd level
You gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vaapad.
Snap Aggression
If you are surprised at the start of combat and aren't incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.
Assertive Defense
When you reduce the damage dealt by a force power to 0 using the saber reflect power, and you're wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.
Fury
Juyo/Vaapad Form: 7th level
You gain one of the following features. Choose Relentless for Juyo or Punishing Charge for Vaapad.
Relentless
You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.
Punishing Charge
When a hostile creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up to half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.
Vengeance
Juyo/Vaapad Form: 15th level
You gain one of the following features. Choose Devastating Critical for Juyo or Their Power, My Strength for Vaapad.
Devastating Critical
When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon's damage
roll equal to your guardian level.
Their Power, My Strength
When you are dealt damage by a force power, you
can reduce that damage by an amount equal to your guardian level (no action required).
You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you complete a short or long rest.
Master of Ferocity
Juyo/Vaapad Form: 20th level
You are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your critical hit range with weapons increases by 1.
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.
Shii-Cho Form
Shii-Cho Form, also known as Determination Form, uses wild, unpredictable attacks designed to distract and disarm their foes. Those guardians who focus on Shii-Cho Form make seemingly random, yet deliberate, attacks to knock their opponents off-balance.
Form Basics
Shii-Cho Form: 3rd level
You gain the Shii-Cho lightsaber form, detailed in Chapter 6 of the Player's Handbook. If you already know this form, you can instead choose another lightsaber form.
The Way of the Sarlaac
Shii-Cho Form: 3rd level
As a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.
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.
Channel the Force
Shii-Cho Form: 3rd level
You gain the following Channel the Force option.
Disarming Slash
When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The creature must make a Strength saving throw against your universal force save DC. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.
Unpredictable Motion
Shii-Cho Form: 7th level
While you are wielding a light- or vibro-weapon, opportunity attacks against you are made at disadvantage.
Sarlaac Sweep
Shii-Cho Form: 15th level
When a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.
Master of Determination
Shii-Cho Form: 20th level
The erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
- You have resistance to kinetic, energy, and ion damage from weapons.
- Attack rolls made against you can't have advantage.
- When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
- When you use your Sarlaac Sweep feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
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.
Sokan Form
Sokan Form, 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.
Bonus Proficiencies
Sokan Form: 3rd level
You gain proficiency in heavy armor.
Form Basics
Sokan Form: 3rd level
You gain the 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.
The Way of the Varactyl
Sokan Form: 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, trip, and 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).
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.
Channel the Force
Sokan Form: 3rd level
You gain the following Channel the Force option.
High Ground Defense
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 creature 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.
Unwavering Self
Sokan Form: 7th and 15th level
If you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.
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.
Unhindered Charge
Sokan Form: 15th level
Wen you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.
Master of Persistence
Sokan Form: 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:
- You have resistance to kinetic, energy, and ion damage from weapons.
- You ignore effects that would reduce your speed.
- Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
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.
Trakata Form
Trakata Form, also known as Deception Form, capitalizes on a lightweapon's ability to quickly be toggled on and off. Those guardians who focus on Trakata Form perform dazzling tricks with their lightweapon, confusing their opponents before dispatching them.
Form Basics
Trakata Form: 3rd level
You gain the Trakata lightsaber form, detailed in Chapter 6 of the Player's Handbook. If you already know this form, you can instead choose another lightsaber form.
The Way of the Monkey-Lizard
Trakata Form: 3rd level
As a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Channel the Force
Trakata Form: 3rd level
You gain the following Channel the Force option.
Unbalancing Block
When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.
Duplicitous Force
Trakata Form: 7th level
When you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).
Pass the Blade
Trakata Form: 15th level
When a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.
Master of Deception
Trakata Form: 20th level
Your skill with a lightweapon is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
- You have resistance to kinetic, energy, and ion damage from weapons.
- Your attack rolls can't suffer from disadvantage.
- Whenever a creature misses you with a melee attack, it takes 5 energy damage.
- Whenever a creature hits you with a melee attack, it takes damage equal to half of the damage you take from the attack.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Vonil/Ishu Form
Vonil/Ishu Form, also known as Unity Form, focuses on fighting in tandem with your allies. Those guardians who focus on Vonil/Ishu Form utilize teamwork to move swiftly, strike quickly, and protect each other from harm.
Form Basics
Vonil/Ishu Form: 3rd level
You gain your choice of the Vonil or Ishu lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know the chosen form, you can instead choose another lightsaber form.
The Way of the Hydra
Vonil/Ishu Form: 3rd, 11th, and 17th level
As a bonus action, you can enter a synchronized stance with one ally of your choice within 10 feet of you for 1 minute. While in this stance, once per turn, when you hit a creature with an attack, the chosen ally has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when the chosen ally hits a creature with an attack, you have advantage on the next attack you make against the same target before the end of your next turn.
This effect ends early if either you or the chosen ally are incapacitated or die, or if the chosen ally is ever more than 10 feet away from you. Once you've used this feature, you can't use it again until you complete a long rest.
At 11th level, the chosen ally must be within 30 feet of you to benefit from this feature. At 17th level, the chosen ally must be within 60 feet.
Channel the Force
Vonil/Ishu Form: 3rd, 11th, and 17th level
You gain one of the following Channel the Force options. Choose Smite for Vonil or Shield for Ishu.
Smite
Once per turn, when an ally is within 10 feet of you and it hits a creature with a melee weapon attack, you can expend a use of your Channel the Force and expend force points to have the chosen ally deal additional damage to the target, which is the same type as the weapon's damage. The additional damage is 1d8 for each point spent in this way. You can't deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.
At 11th level, the chosen ally must be within 30 feet of you to benefit from this feature. At 17th level, the chosen ally must be within 60 feet.
Shield
When an ally is hit by a weapon attack while within 10 feet of you, you can use your reaction and expend a use of your Channel the Force to attempt to divert the attack. When you do so, the damage the chosen ally takes from the attack is reduced by 1d10 + your Wisdom or Charisma modifier (your choice) + your guardian level.
At 11th level, the chosen ally must be within 30 feet of you to benefit from this feature. At 17th level, the chosen ally must be within 60 feet.
Amplified Auras
Vonil/Ishu Form: 7th, 11th, and 17th level
Once on each of your turns, you can choose an ally within 10 feet of you. While the chosen ally is within 10 feet of you, your auras emit from that ally as if you were standing in that ally's space. A creature in the area of more than one instance of your auras is affected only once.
At 11th level, the chosen ally must be within 30 feet of you to benefit from this feature. At 17th level, the chosen ally must be within 60 feet.
Teamwork
Vonil/Ishu Form: 15th level
You gain one of the following features. Choose Takedown for Vonil or Rebuttal for Ishu.
Takedown
When an ally within 30 feet of you takes the Help action and helps you, you have advantage on the next two ability checks or attack rolls you make before the start of their next turn, instead of only one. When you take the Help action and help an ally within 30 feet of you, the chosen ally has advantage on the next two ability checks or attack rolls it makes before the start of your next turn, instead of only one.
Rebuttal
When an ally within 30 feet of you takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of their next turn. When you take the Help action and help an ally within 30 feet of you, it gains temporary hit points equal to your guardian level that last until the start of your next turn.
Master of Unity
Vonil/Ishu Form: 20th level
You and your allies are a paragon of harmony. Your Strength or Dexterity (your choice) and Constitution scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action and choose an ally within 60 feet of you to gain the following benefits for 1 minute:
- You and the chosen ally have resistance to kinetic and energy damage.
- Neither you nor the chosen ally can have disadvantage on attack rolls.
- Both you and the chosen ally's critical hit ranges increase by 1.
This effect ends early if either you or the chosen ally are incapacitated or die, or if the chosen ally is ever more than 60 feet away from you. Once you've used this feature, you can't use it again until you complete a long rest.
Vonil/Ishu Form (Companion)
Vonil/Ishu Form, also known as Unity Form, focuses on fighting in tandem with a partner as a warpair. Those guardians who focus on Vonil/Ishu Form utilize teamwork to move swiftly, strike quickly, and protect each other.
Bonus Proficiencies
Vonil/Ishu Form: 3rd level
You gain proficiency in your choice of Intimidation or Persuasion.
Form Basics
Vonil/Ishu Form: 3rd level
You gain your choice of the Vonil or Ishu lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know the chosen form, you can instead choose another lightsaber form.
Humanoid Companion
Vonil/Ishu Form: 3rd, 11th, and 17th level
You've adopted a partner, gaining the services of your own humanoid companion.
Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.
In addition to its traits and features, your companion gains additional benefits while it is bonded to you:
- Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
Lastly, while bonded and within 10 feet of you, when you or your companion are dealt damage by an external effect, you can choose to have you or your companion gain resistance to that damage. If you do so, the other of the two takes the same damage as true damage.
At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.
The Way of the Hydra
Vonil/Ishu Form: 3rd level
As a bonus action, you can enter a synchronized stance with your companion for 1 minute, as long as your companion is within 10 feet of you. While in this stance, once per turn, when you hit a creature with an attack, your companion has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when your companion hits a creature with an attack, you have advantage on the next attack you make against the same target before the end of your next turn.
This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 10 feet away from you. Once you've used this feature, you can't use it again until you complete a long rest.
At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.
Channel the Force
Vonil/Ishu Form: 7th, 11th, and 17th level
You gain one of the following Channel the Force options. Choose Smite for Vonil or Shield for Ishu.
Smite
Once per turn, when your companion is within 10 feet of you and it hits a creature with a melee weapon attack, you can expend a use of your Channel the Force and expend force points to have your companion deal additional damage to the target, which is the same type as the weapon's damage. The additional damage is 1d8 for each point spent in this way. You can't deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.
At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.
Shield
When your companion is hit by a weapon attack while within 10 feet of you, you can use your reaction and expend a use of your Channel the Force to attempt to divert the attack. When you do so, the damage your companion takes from the attack is reduced by 1d10 + your Wisdom or Charisma modifier (your choice) + your guardian level.
At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.
Teamwork
Vonil/Ishu Form: 15th level
You gain one of the following features. Choose Takedown for Vonil or Rebuttal for Ishu.
Takedown
When your companion takes the Help action and helps you, you have advantage on the next two ability checks or attack rolls you make before the start of your next turn, instead of only one. When you take the Help action and help your companion, your companion has advantage on the next two ability checks or attack rolls it makes before the start of its next turn, instead of only one.
Rebuttal
When your companion takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of your next turn. When you take the Help action and help your companion, it gains temporary hit points equal to your guardian level that last until the start of its next turn.
Master of Unity
Vonil/Ishu Form: 20th level
You and your companion are a paragon of harmony. Your Strength or Dexterity (your choice) and Constitution scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute, as long as your companion is within 60 feet of you:
- You and your companion have resistance to kinetic and energy damage.
- Neither you nor your companion can have disadvantage on attack rolls.
- Both you and your companion's critical hit ranges increase by 1.
This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 60 feet away from you. Once you've used this feature, you can't use it again until you complete a long rest.
Ysannanite Form
Ysannanite Form, also know as the Unorthodox Form, pairs the use of lightsaber with blasters, seamlessly blending the two weapons to perform impressive feats. Those guardians who focus on the Ysannanite Form are able to cut enemies down as efficiently with blaster as with blade.
Bonus Proficiencies
Ysannanite Form: 3rd level
You gain proficiency in simple blasters and martial blasters that lack the two-handed property.
Form Basics
Ysannanite Form: 3rd level
You gain the Ysannanite lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form.
The Way of the Yerdua
Ysannanite Form: 3rd level
As a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of +1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
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.
Channel the Force
Ysannanite Form: 3rd level
You gain the following Channel the Force option.
Force-Empowered Shots
Once per turn, when you hit a creature with a ranged weapon attack, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the weapon's damage. The additional damage is 1d8 for each point spent in this way. You can't deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.
Improved Force-Empowered Shots
Ysannanite Form: 7th level
Your familiarity with blaster weapons has granted you greater insight into their function and usage. Once on each of your turns, drawing or stowing a blaster no longer requires your object interaction. Additionally, you no longer require a free hand to reload.
At 11th level, once per turn, when you hit a creature with a ranged weapon attack, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Shots with an attack, you add this damage to the extra damage of your Force-Empowered Shots. The damage is the same type as the weapon's damage.
Phasestorm
Ysannanite Form: 15th level
You can use your action to dart across the battlefield, striking up to six such creatures that you can see within 30 feet. You immediately move to each creature in succession without provoking opportunity attacks, after which you return to the space in which you started. Each creature must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate weapons in each hand with which you are proficient, a creature makes this save with disadvantage, and takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) on a failed save if the damage doesn't already include that modifier.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Master of the Unorthodox
Ysannanite Form: 20th level
You've mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
- You have resistance to kinetic, energy, and ion damage from weapons.
- When you hit a creature with a ranged weapon attack, you have advantage on the next melee weapon attack you make against that creature. When you hit a creature with a melee weapon attack, you have advantage on the next ranged weapon attack you make against that creature.
- When you roll below half the maximum on a damage die, you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your Wisdom or Charisma modifier (your choice, minimum of one) in this way.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Aing-Tii Order
Monks of the Aing-Tii Order blend an attunement to the Force with their supreme focus to become a blur of motion in the heat of battle.
Forcecasting
Aing-Tii Order: 3rd level
You have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
Force Powers Known
You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.
Force Points
You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
Max Power Level
Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.
You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
Forcecasting Ability
Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.
Force save DC = 8 + your proficiency bonus +
your forcecasting ability modifier
Force attack modifier = your proficiency bonus +
your forcecasting ability modifier
Flow-Walking
Aing-Tii Order: 6th, 9th, 13th, and 17th level
You can cast the phasestrike force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.
Aing-Tii Order Forcecasting
Level | Force Powers Known |
Force Points |
Max Power Level |
---|---|---|---|
3rd | 4 | 3 | 1st |
4th | 6 | 4 | 1st |
5th | 7 | 5 | 1st |
6th | 8 | 6 | 1st |
7th | 10 | 7 | 2nd |
8th | 11 | 8 | 2nd |
9th | 12 | 9 | 2nd |
10th | 13 | 10 | 2nd |
11th | 14 | 11 | 2nd |
12th | 15 | 12 | 2nd |
13th | 17 | 13 | 3rd |
14th | 18 | 14 | 3rd |
15th | 19 | 15 | 3rd |
16th | 20 | 16 | 3rd |
17th | 22 | 17 | 4th |
18th | 23 | 18 | 4th |
19th | 24 | 19 | 4th |
20th | 25 | 20 | 4th |
Additionally, when you use your action to cast an at-will force power, you can use your Martial Arts or Focus features.
You can use these features a combined three times. You gain an additional use at 9th, 13th, and 17th level. You regain any expended uses when you finish a long rest.
Prismatic Step
Aing-Tii Order: 11th level
When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).
Iridescent Strikes
Aing-Tii Order: 17th level
When you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed strikes against that creature as a bonus action.
Jal Shey Order
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.
Mystical Erudition
Jal Shey Order: 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.
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:
- Condition immunities
- Damage vulnerabilities
- Damage resistances
- Damage immunities
Extort Truth
Jal Shey Order: 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.
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.
Preternatural Counter
Jal Shey Order: 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.
Mercurial Mind
Jal Shey Order: 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.
Debilitating Barrage
Jal Shey Order: 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 an unarmed strike, 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.
Kage Order
Monks of the Kage Order, known as Kage warriors, have mastered fighting in darkness, using that which others fear as a weapon against them. Kage warriors learn tricks to create darkness where none exists, fighting using their intuition rather than relying on sight.
Darkness Charges
Kage Order: 3rd, 5th, 9th, 13th, and 17th level
You learn to create a number of small charges that create enhanced darkness. Over the course of a short or long rest, you can create two charges. You can create an additional charge at 5th, 9th, 13th, and 17th level. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.
Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The charges create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of bright light dispells it.
Disruptive Shock
Kage Order: 6th level
Once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.
You can use this feature a
number of times equal to your
proficiency bonus, as shown in the monk table. You regain any
expended uses when you finish a short or
long rest.
One With Darkness
Kage Order: 11th level
You have learned to become one with the
shadows. When you are in an area of dim light or darkness, you can use your action
to become invisible. You remain
invisible until you make an
attack, cast a power,
otherwise take a hostile
action, or are in an area
of bright light.
Opportunist
Kage Order: 17th level
You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Kyuzo Order
Monks of the Kyuzo Order turn weapon throwing into a true art form. Inspired by the skill of native kyuzo wielding their war helmets as both shield and weapon, these monks utilize any thrown object they can find to defend themselves and others while they attack enemies from angles both surprising and devastating.
Intercept
Kyuzo Order: 3rd level
You gain proficiency in vibroweapons with
the thrown property and they become monk
weapons for you. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it uses your Martial Arts die instead of its 1d4.
Additionally, you've learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with which you are
proficient, and a creature within your weapon's
normal thrown range is hit by a ranged
attack, you can use your reaction to throw
your weapon to intercept the projectile. When
you do so, the damage the creature takes from
the attack is reduced by 1d10 + your Dexterity
modifier + your monk level. If the weapon has
the returning property, it then returns to your
hand.
Scattering Stance
Kyuzo Order: 6th level
When you take the Dodge action, until the start of your next turn you gain a number of special reactions equal to your proficiency bonus that you can only use for your Intercept feature. You can only take one reaction per turn.
Curved Throw
Kyuzo Order: 11th level
You can curve your throws behind cover.
When you make an attack roll with a
weapon with the thrown property, you
can spend 1 focus point to cause
the target to gain no benefit from
shields or cover, unless that cover
is full cover.
Relentless Assault
Kyuzo Order: 17th level
When you make multiple weapon attacks with thrown weapons against the same target on your turn, each attack after the first gains a +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6.
Kro Var Order
Monks of the Kro Var Order—known as shapers—utilize a unique power to bend the four elements to their will, creating effects as small as a floating flame to quakes that sunder the earth.
Elemental Attunement
Kro Var Order: 3rd, 11th, and 17th level
You gain the ability to bend the elements to your will. As an action, you can manipulate these forces to create one of the following effects of your choice at a space within 10 feet of you:
- Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
- Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
This range increases to 30 feet at 11th level and 60 feet at 17th level.
Additionally, as a bonus action on your turn, you can spend 1 focus point to conjure a weapon made of
one of the four elements—air, earth, fire, or
water—which lasts for 1 minute. Your weapon
takes an appearance of your choice, it can only
be used by you, and you can't be disarmed of it
while you are conscious. You are proficient in this weapon, which counts as a monk weapon for you
and uses your Martial Arts die for its damage rolls.
You can only have one of these weapons at a time,
and if you summon a new one the old one
immediately disappears.
Air
Your whistling weapon has the returning property, the thrown property with a range of 20/60, and deals sonic damage on a hit. Additionally, when you hit a creature with the weapon, it is deafened until the end of its next turn.
Earth
Your earthen weapon takes the form of stone, and deals kinetic damage on a hit. Additionally, when you hit a creature with it, you can force the target to make a Strength saving throw. On a failed save, the target is pushed back 5 feet. Lastly, while active, you can use Strength instead of Dexterity when determining your AC, as long as it doesn't already include that modifier.
Fire
Your flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, deals fire damage, and when you hit a creature with it, the creature takes additional damage equal to half your focus ability modifier (minimum of one).
Water
Your watery weapon has the reach property, deals cold damage on a hit, and you can use your focus ability modifier instead of Dexterity or Strength for its attack and damage rolls. You must use the same modifier for both rolls. Additionally, when you would make a melee weapon attack, you can instead use your weapon to wet a 5-foot square within your weapon's reach. The affected area is difficult terrain. Each creature who starts its turn in the square or enters it for the first time must make a Dexterity saving throw, falling prone on a failed save.
Elemental Adept
Kro Var Order: 6th, 11th, and 17th level
You gain two of the following features. You gain an additional option at 11th and 17th level.
You can use these features a combined number of times equal to your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.
While you have no remaining uses of this feature, you can instead expend 2 focus points to use it. When you do so, your maximum focus points are reduced by 2 until you complete a long rest.
Burning Ember Flourish
You can use your action to choose an area of flame that you can see and that fits within a 5-foot cube within 60 feet. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Curtain of Unyielding Wind
As an action, you call up a mighty gale, which swirls around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for 10 minutes. The wind deafens both you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller and hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you and the attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Crushing Hand of the Mountain
As an action, you can choose a 5-foot-square unoccupied space on the ground that you can see within 30 feet. A Medium hand made from soil and stone, which lasts for 1 minute, rises in that space and reaches for one Large or smaller creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 kinetic damage and is restrained for the duration. As a bonus action on each of your turns, you can cause the hand to crush the restrained target, which must make a Strength saving throw. It takes 2d6 kinetic damage on a failed save, or half as much damage on a successful one. To break out, the restrained creature can use its action to make a Strength check against your focus save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Hatchling's Flame
As an action, you focus your energy into a torrent of fire that streaks away from you. A line of roaring flame
30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Patient Bantha Listens
You reach out to the ground beneath you. You can use your bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, after which it collapses.
Rush of the Shyrack
As an action, you form a line of strong wind 60 feet long and 10 feet wide that blasts from you in a direction you choose for one minute or until you lose concentration or dismiss the effect (no action required). Each Large or smaller creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the effect ends, you can change the direction in which the line blasts from you.
Shape the Raincloud
You can use your action pull water from air, and return it to the atmosphere. In an open container, you can create up to 20 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.
Swarming Ice Rabbit
As an action, you can cause a flurry of ice crystals to erupt from a point you can see within 90 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.
Elemental Master
Kro Var Order: 11th and 17th level
At 11th level, you gain one of the following features. You gain an additional option at 17th level.
You can use these features a combined number of times equal to half your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.
While you have no remaining uses of this feature, you can instead expend 3 focus points to use it. When you do so, your maximum focus points are reduced by 3 until you complete a long rest.
Earth Reaches for Sky
Prerequisite: Crushing Hand of the Mountain
or Patient Bantha Listens
As an action, you can choose a point you can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Ride the Wind
Prerequisite: Curtain of Unyielding Wind
or Rush of the Shyrack
As an action, you can gain a flying speed equal to your movement speed for 10 minutes. You can hover while this technique is active, but when it ends, you fall if you are still aloft, unless you can stop the fall.
River of Hungry Flame
Prerequisite: Burning Ember Flourish
or Hatchling's Flame
As an action, you can create a wall of fire on a solid surface within 120 feet. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, chosen by you when you use this feature, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side of the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Shape the Flowing River
Prerequisite: Shape the Rainclud
or Swarming Ice Rabbit
As an action, you can control any freestanding water within 300 feet of you inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this feature. As an action on your turn, you can repeat the same effect or choose a different one.Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller creatures in the wave's path are carried with it to the other side. Any Huge or smaller creatures struck by the wave have a 25 percent chance of being knocked prone. The water level remains elevated until the feature ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the feature's area, and the separated water forms a wall to either side. The trench remains until the feature ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the feature's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the feature ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your feature save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 kinetic damage and is caught in the vortex until the feature ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 kinetic damage; this damage occurs each round it remains in the vortex.
Elemental Paragon
Kro Var Order: 17th level
You gain one of the following features.
Once you've used the chosen feature, you must complete a long rest before you can use it again.
While you have no remaining uses of this feature, you can instead expend 4 focus points to use it. When you do so, your maximum focus points are reduced by 4 until you complete a long rest.
Archetype of Air
Prerequisite: Ride the Wind
As an action, you conjure a whirlwind around you, granting the following benefits until the start of your next turn:
- Ranged attacks made against you have disadvantage.
- You gain a flying speed of 60 feet. If you are still flying when the technique ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.
Figure of Flame
Prerequisite: River of Hungry Flame
As an action, you cause flames to race across your body, granting the following benefits until the start of your next turn:
- You have resistance to fire damage.
- The flames shed bright light in a 30-foot radius and dim light for an additional 30 feet.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much on a successful one.
At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.
Icon of Ice
Prerequisite: Shape the Flowing River
As an action, you cause frost to chill the area around you, granting the following benefits until the start of your next turn:
- You have resistance to cold damage.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can use your action to create a 15-foot cone of freezing ice extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect gains 1 slowed level until the start of your next turn.
At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.
Embodiment of Earth
Prerequisite: Earth Reaches for Sky
As an action, you cause rock to envelop you, granting the following benefits until the start of your next turn:
- You have resistance to kinetic and energy damage.
- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air without destabilizing it, but you can't end your movement there. If you do so, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
- You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.
Avatar
Kro Var Order: 17th level
As an ultimate display of your mastery of the elements, you can spend 5 focus points as an action to have the elements of water, earth, fire, and air form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to cold, energy, fire, kinetic, lightning, and sonic damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:
- You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone.
- You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
- You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
- You create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Rakatan Order
Monks of the Rakatan Order believe in the harmony of self with technology. They use tech to push themselves beyond their body's natural limits.
Techcasting
Rakatan Order: 3rd level
You have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.
Tech Powers Known
You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Rakatan Order Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
Tech Points
You have a number of tech points equal to half of your monk level (rounded up), as shown in the Tech Points column of the Rakatan Order Techcasting table, + your Intelligence, Wisdom, or Charisma modifier (your choice). You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
Max Power Level
Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Rakatan Order Techcasting table.
You may only cast tech powers at 4th-level once.
You regain the ability to do so after a long rest.
Techcasting Ability
Intelligence, Wisdom, or Charisma is your techcasting ability for your tech powers (your choice). You use this ability whenever a power refers to your techcasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus +
your techcasting ability modifer
Tech attack modifier = your proficiency bonus +
your techcasting ability modifer
Techcasting Focus
You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
Focused Tech
Rakatan Order: 6th level
You can cast your tech powers using your focus points. When you do so, your maximum focus points are reduced by 1 until you complete a long rest.
Additionally, when you use a Focus feature, you gain the following tech enhancements. Each effect costs 1 tech point.
Flurry of Blows. When you hit with an attack with Flurry of Blows, you can deal an additional 1d8 damage of the same type.
Rakatan Techcasting
Level | Tech Powers Known |
Tech Points |
Max Power Level |
---|---|---|---|
3rd | 3 | 2 | 1st |
4th | 4 | 2 | 1st |
5th | 5 | 3 | 1st |
6th | 6 | 3 | 1st |
7th | 7 | 4 | 2nd |
8th | 8 | 4 | 2nd |
9th | 9 | 5 | 2nd |
10th | 10 | 5 | 2nd |
11th | 11 | 6 | 2nd |
12th | 12 | 6 | 2nd |
13th | 13 | 7 | 3rd |
14th | 14 | 7 | 3rd |
15th | 15 | 8 | 3rd |
16th | 16 | 8 | 3rd |
17th | 17 | 9 | 4th |
18th | 18 | 9 | 4th |
19th | 19 | 10 | 4th |
20th | 20 | 10 | 4th |
Patient Defense. While under the effects of your Patient Defense, when you are hit by an attack, you can use your reaction and roll your Martial Arts die to increase your AC against the attack.
Step of the Wind. While under the effects of your Step of the Wind, you can become immune to the shocked condition, and have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0.
Harmonious Rakatan
Rakatan Order: 11th level
You can use your Focus features using your tech points. When you do so, your maximum tech points are reduced by 1 until you complete a long rest.
Additionally, you are constantly under the effects of the detect enhancement tech power. As an action, you can cast the analyze tech power without expending tech points. When you do so, detect enhancement is suppressed and you can't do so again until you complete a short or long rest.
Tech Mastery
Rakatan Order: 17th level
You learn and can cast one 5th-level tech power once per long rest without expending tech points.
Teras Kasi Order
Monks of the Teras Kasi Order are the ultimate masters of unarmed martial arts combat. They learn techniques to draw focus from the defeat of their enemies, resist the mental assaults of the Force, and unleash powerful rushes of strikes to subdue their foes.
Forredari Stance
Teras Kasi Order: 3rd level
Your honed focus allows you to enter a stance of mental fortification and power. You can use your bonus action to enter this stance. When you do so, you unleash a flurry of blows on creatures of your choice that you can see within 10 feet of you. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon's normal damage.
This stance lasts for 1 minute. While you are in this stance, you gain the following benefits:
- Death Weave. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your focus ability modifier + half your monk level.
- Gundark Slap. Once on each of your turns, when you hit a creature with an unarmed strike or a monk weapon, you can choose to make it unable to take reactions until the end of your next turn.
- Sleeping Krayt. You can use your focus ability modifier instead of Strength whenever you would make a Strength check or a Strength saving throw. Additionally, you have advantage on saving throws against being charmed or frightened.
These effects end 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.
While you have no remaining uses of this feature, you can instead expend 1 focus point to use it. When you do so, your maximum focus points are reduced by 1 until you complete a long rest.
Steel Hands Form
Teras Kasi Order: 6th level
You can draw upon
your focus to utilize an
array of practiced
techniques to strike
your opponents with
precision and power.
You can use your
bonus action to enter
this stance, and
when you do so,
you can also enter
your Forredari
Stance as a part of
this same bonus
action. This form
lasts for 1 minute.
While you are in this
stance, you gain the
following benefits:
- Charging Wampa. Once per round, when you are forced to make a saving throw against a force power, your movement speed increases by 10 feet until the end of your next turn.
- Nexu Grin. When a creature you can see within 10 feet of you casts a force power that requires a force attack roll against you or an an allied creature, you can use your reaction and expend 1 focus point to impose disadvantage on the attack roll. If the attack misses, and the higher of the two d20 rolls would also miss, the creature cannot cast that force power again until it completes a short or long rest.
- Screaming Squill. Once per turn, when you hit a creature that is concentrating on a force power and it makes a Constitution saving throw to maintain concentration, the DC for the check equals your focus save DC, unless the DC for the Constitution saving throw would be higher.
These effects end 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.
While you have no remaining uses of this feature, you can instead expend 1 focus point to use it. When you do so, your maximum focus points are reduced by 1 until you complete a long rest.
Matter Over Mind
Teras Kasi Order: 11th level
You tap into the greater power of your focus. While both your Forredari Stance and your Steel Hands Form are active, you gain the following benefits:
- Dancing Dragonsnake. When you take force, lightning, or necrotic damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your focus ability modifier + your monk level.
- Aryx Slash. Once on each of your turns, when you hit a target with an unarmed strike or monk weapon, you can roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.
- Piercing Gaze. When you would make an Insight check against a creature you know to wield the Force, you can use your focus ability modifier for the roll, and you are considered to have expertise in the Insight skill. If you would already have expertise in the check, you instead have advantage on the roll.
Spitting Rawl
Teras Kasi Order: 17th level
You have learned to harness your strikes in a blistering fury. On your turn, when a creature takes damage from you three times, you can make up to three additional unarmed strikes against the creature (no action required). The first additional unarmed strike costs 1 focus point and deals 1d12 additional psychic damage on a hit, and each unarmed strike after the first costs 1 additional focus point and deals 1d12 additional psychic damage on a hit, cumulatively.
Trickster Order
Monks of the Trickster Order embody the archetypal role of the "trickster"— one who seemingly bumbles their way into good fortune. They employ a unique fighting style composed of slips, trips, and falls to confuse and frustrate their enemies to no end. Whether your movements are actual foibles on your part or calculated strokes, they will surely leave others guessing long after your time is past.
Bumbling Technique
Trickster Order: 3rd level
Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You gain proficiency in Performance.
Additionally, you learn how to twist and turn quickly. Whenever you use your bonus action to make an unarmed strike, creatures you hit can't make opportunity attacks against you, and your speed increases by 10 feet until the end of your turn.
Clumsy Sway
Trickster Order: 6th level
You can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Luck of the Fool
Trickster Order: 11th level
You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.
Comic Frenzy
Trickster Order: 17th level
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Whills Order
Monks of the Whills Order hold the secrets of the Force sacred, and dedicate their lives to defending ancient knowledge of the Force and its artifacts. They master the use of ranged weapons, often crafting their own weapons in respectful admiration of the Jedi tradition of crafting lightweapons.
Flurry of Light
Whills Order: 3rd level
You gain proficiency in blaster pistols, blaster rifles, ion pistols, ion rifles, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:
- Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
- When you would make an unarmed strike
using your Martial Arts bonus action
or as a part of
your
Flurry of Blows, you can instead attack with a Whills weapon you are wielding. You roll a d4 in place of the normal damage of your Whills weapon when attacking in this way. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table. - When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
The Force is With You
Whills Order: 6th level
As you channel the Force through you, you gain the following benefits:
- You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
- You can spend up to 3 focus points to reduce partial cover by one step (from three-quarters to half or half to one-quarter). If you reduce the target below one-quarter cover, you ignore cover bonuses entirely. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
- When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
One With the Force
Whills Order: 11th level
You learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your focus ability modifier (a minimum of one) within 30 feet of you when you were in this trance.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Guided Strikes
Whills Order: 17th level
Your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your focus ability modifier (a minimum of +1).
Bolstering Practice
Those operatives who choose the Bolstering Practice use precise strikes and brilliant use of small unit tactics to overwhelm enemies through superior teamwork.
Fireteam Commander
Bolstering Practice: 3rd level
You learn a number of squad maneuvers you can use to assist allies or exploit enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a squad maneuver.
Fortifying Strike
You inspire a friendly creature within 60 feet of you who can see or hear you and roll two Sneak Attack dice. That ally immediately gains temporary hit points equal to the amount of rolled.
Reaffirming Strike
You use the authority your attacks carry to help your ally focus on the task at hand. Choose a creature within 60 feet of you who can see or hear you and that is currently charmed or frightened by the creature you would deal Sneak Attack damage to. The condition immediately ends on that creature.
Bolstering Strike
You choose a friendly creature within 60 feet of you who can see or hear you. Once before the start of your next turn, if that creature hits the creature against which you forwent two Sneak Attack damage dice, they deal additional damage to the target equal to the maximum of the two Sneak Attack dice.
Open Opportunity
Bolstering Practice: 9th level
Once per turn, when you take the Attack action and hit a creature without applying your Sneak Attack damage to it, you can forgo your Sneak Attack damage for the turn and use your bonus action to throw the creature off balance. The next ally to hit that creature before the start of your next turn may add your Sneak Attack dice to the damage of their attack.
Ambush Tactics
Bolstering Practice: 13th level
When attempting to move stealthily as a group, you may choose a number of creatures equal to your Charisma modifier. Those creatures may add their proficiency to any Dexterity (Stealth) checks they make as long as they remain within 60 feet of you and they do not already add their proficiency bonus.
Additionally, each ally other than you that surprises a creature and hits it with an attack on their first turn in combat rolls two dice equal to the size of your Sneak Attack dice, dealing additional damage of the same type to the creature.
Squad Goals
Bolstering Practice: 17th level
You have such skill at maintaining the faith of your allies that the very sight of you in danger can spur them into action. When you are hit by an attack, up to six allies within 60 feet of you that can see or hear you and see the creature that hit you can make one weapon attack against that creature (no action required).
Once you've used this feature, you must complete a short or long rest before you can use it again.
Disabling Practice
Those operatives who choose the Disabling Practice utilize a variety of pushes, pulls, weight shifts, and joint locks to immobilize their opponent. They use these techniques to manipulate their opponent, moving them across the battlefield before incapacitating them.
Clinch Strike
Disabling Practice: 3rd level
You learn how to discourage, debilitate, and harm your enemies. You gain the following benefits while you aren't wearing heavy armor or wielding a medium or heavy shield:
- Your damage die for your unarmed strikes and natural weapons increases by one step (from 1 to d4, d4 to d6, or d6 to d8), and you can apply your Sneak Attack damage when you hit with an unarmed strike even if it doesn't have the finesse property.
- You don't need advantage on your attack roll to use your Sneak Attack if the target of your Sneak Attack is a creature grappled by you. All the other rules for the Sneak Attack class feature still apply to you.
- You can use the bonus action granted by your Cunning Action to make an unarmed strike against a creature you are grappling.
Skilled Grappler
Disabling Practice: 3rd level
You learn a number of grappling techniques to subdue your opponents. When you hit a creature grappled by you with an unarmed strike and deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a grappling technique.
Some of your grappling techniques require your target to make a saving throw to resist the grappling technique's effects. The saving throw DC is calculated as follows:
Grapple Technique save DC = 8 + your proficiency bonus + your Strength modifier
Constrict
You attempt to choke the target into unconsciousness. The target must make a Constitution saving throw or be restrained until the end of your following turn.
If you maintain this technique for 1 minute,
the target falls unconscious for 1 hour. Droids and constructs can not be knocked unconscious in this
way.
Disarm
You attempt to disarm a weapon or other object
the target is holding. The target must make a Strength saving throw. On a failed save, it releases the object. If you have a free hand, you can catch the object. Otherwise, it lands at your feet.
Hip Toss
You attempt to throw your target to the ground. The target must make a Dexterity saving throw. On a failed save, the target is pushed back 5 feet, knocked prone, and stunned until the start of your next turn. This ends the grapple.
Human Shield
Disabling Practice: 9th level
You learn to manipulate the body of a grappled target to make attacks against you more difficult to land. Moving a grappled creature the same size as you or smaller no longer halves your speed, and when a creature grappled by you would grant you half cover, you instead have three-quarters cover. Additionally, when you are hit by an attack while grappling a creature, you can use your reaction to force that attack to instead hit the grappled creature.
Kiss the Wall
Disabling Practice: 13th level
You can use your surroundings to further punish the target of your grapple. When you roll a 1 or 2 on a Sneak Attack damage die for an unarmed strike you make against a creature grappled by you, you can treat the result of the die as a 3.
Neck Snap
Disabling Practice: 17th level
You learn how to immediately remove your grappled opponent from the fight. As an action, you can force a creature grappled by you to make a Constitution saving throw. On a failed save, if the creature has 100 hit points or fewer, it dies. If the target has more than 100 hit points, it immediately takes 10d10 true damage.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Lethality Practice
Those operatives who choose the Lethality Practice hone their skills in the art of death. They use precise and surprising attacks to dispatch their foes with fatal efficiency.
Assassinate
Lethality Practice: 3rd level
When you hit a creature that you are hidden from with a weapon attack, you can choose to turn that hit into a critical hit. If the attack reduces the creature to 0 hit points, it does not automatically reveal your presence to any remaining creatures. Make a Dexterity (Stealth) check contested by the creatures' Wisdom (Perception) check. On a success, you remain hidden. If you would already be able to make a Dexterity (Stealth) check to remain hidden as part of the attack, you instead gain advantage on the check.
You can use this feature once. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.
Lethal Strikes
Lethality Practice: 3rd level
You learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.
Some of your lethal strikes require your target to make a saving throw to resist the lethal strike's effects. The saving throw DC is calculated as follows:
Lethal Strike save DC = 8 + your proficiency bonus +
your Dexterity modifier
Priming Attack
You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.
Target Assessment
You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:
- Highest ability score
- Lowest ability score
- Strongest saving throw
- Weakest saving throw
Vulnerable Strike
You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a saving throw with the ability score of your choice. On a failed save, the creature takes normal weapon damage, is subjected to any additional effects that would occur on a hit, and you can apply your Sneak Attack damage to the roll.
Infiltrator
Lethality Practice: 9th level
You have become a master at avoiding detection.
When you or a creature within 5 feet of you fails a Dexterity (Stealth) check, you can use your reaction to allow that creature to reroll the check. It must use the new roll.
Bushmaster
Lethality Practice: 13th level
You excel at leading ambushes and acting first in a fight.
You have advantage on initiative checks. Additionally, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Death Strike
Lethality Practice: 17th level
You've become a master of instant death. When you deal weapon damage to a creature that you are hidden from or that is surprised, you can force it to make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature, and you can't use this feature again until you finish a long rest.
Maverick Practice
There are those who, when thrust into danger, use unexpected methods to achieve victory. Those operatives who choose the Maverick Practice draw on a wide array of skills, learning new ways to apply them, as their strongest asset.
Maverick Superiority
Maverick Practice: 3rd level
You learn maneuvers that are fueled by special dice called superiority dice. See chapter 13 for the maneuvers list.
Maneuvers Known
You learn two maneuvers of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the Maverick Superiority table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice
You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Maverick Superiority table. This die changes as you gain operative levels, as shown in the Superiority Dice Size column of the Maverick Superiority table. A superiority die is expended when you use it.
You regain all of your expended superiority dice when you finish a short or long rest.
Maneuver Ability
Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use.
Maneuver save DC = 8 + your proficiency bonus +
your maneuver ability modifier
Know a Bit
Maverick Practice: 3rd level
You can add half your proficiency bonus to any ability check you make that doesn't already include your proficiency bonus.
Outplayed
Maverick Practice: 9th level
When a creature fails a saving throw or ability check against you or an effect you control, you don't need advantage on your attack roll to use Sneak Attack, you can't have disadvantage on attack rolls against that creature, and that creature can't have advantage on ability checks and saving throws against effects you control. These effects last until the end of your next turn.
Maverick Superiority
Level | Maneuvers Known |
Superiority Dice Quantity |
Superiority Dice Size |
---|---|---|---|
3rd | 2 | 2 | d4 |
4th | 2 | 2 | d4 |
5th | 4 | 3 | d6 |
6th | 4 | 3 | d6 |
7th | 5 | 3 | d6 |
8th | 5 | 3 | d6 |
9th | 6 | 4 | d8 |
10th | 6 | 4 | d8 |
11th | 7 | 4 | d8 |
12th | 7 | 4 | d8 |
13th | 9 | 5 | d10 |
14th | 9 | 5 | d10 |
15th | 10 | 5 | d10 |
16th | 10 | 5 | d10 |
17th | 11 | 6 | d12 |
18th | 11 | 6 | d12 |
19th | 12 | 6 | d12 |
20th | 12 | 6 | d12 |
Practice Makes Perfect
Maverick Practice: 13th and 17th level
When you make an ability check as part of or that is affected by a maneuver you use, you can choose to increase your level of proficiency in that check by one step (from trained to proficient, from proficient to expertise, from expertise to mastery, from mastery to high mastery, or from high mastery to grand mastery).
You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you complete a long rest.
Flow State
Maverick Practice: 17th level
As an action, you can choose to intensely focus for one minute, gaining the following benefits:
- Once on each of your turns, when you use a maneuver, you can use a d4 instead of expending a superiority die.
- You can't have disadvantage on ability checks or saving throws.
- Creatures can't have advantage on attack rolls against you.
Once you've used this feature, you must complete a long rest before you can use it again.
Performance Practice
Some operatives choose to master finesse and timing through performance art. Those operatives who choose the Performance Practice become skilled performers who prove especially deadly in close combat, able to find the rhythm of an attacker's strikes as easily as any song.
Artful Dancer
Performance Practice: 3rd level
Your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.
Additionally, while you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier to your AC as long as it doesn't already include that modifier.
Dazzling Steps
Performance Practice: 3rd level
You learn to conduct impressive displays of grace and speed in combat. While you aren't wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.
Some of your dazzling steps require your target to make a saving throw to resist the dazzling step's effects. The saving throw DC is calculated as follows:
Dazzling Step save DC = 8 + your proficiency bonus +
your Charisma modifier
Defensive Step
You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.
Mobile Step
You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.
Offensive Step
Choose another creature that you can see
within your reach. The creature must make a
Dexterity saving throw. On a failed save, roll
two Sneak Attack dice. The creature takes
damage equal to the amount rolled. This
damage is of the same as your weapon's
damage.
Flexible Body
Performance Practice: 9th level
You are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove or trip a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.
Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.
Dance of Death
Performance Practice: 13th level
You can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice per creature.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Master of Dance
Performance Practice: 17th level
Your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.
Pugnacity Practice
Those operatives who choose the Pugnacity Practice apply an atypical versatility to their actions, comfortably dispatching foes from afar or face to face.
Tools of the Trade
Pugnacity Practice: 3rd level
You've learned to move swiftly while wielding larger armaments. You gain proficiency with medium armor and martial vibroweapons. If you are already proficient in medium armor, you instead gain proficiency in heavy armor. Additionally, you can deal Sneak Attack damage with any weapon, as long as it does not have the heavy or special properties.
Lastly, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is below its hit point maximum. All the other rules for the Sneak Attack class feature still apply to you.
Blitz Attack
Pugnacity Practice: 3rd level
You've learned ways to use your martial ability to boost your combat performance. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a blitz attack.
Some of your blitz attacks require your target to make a saving throw to resist the attack's effects. The saving throw DC is as follows:
Blitz Attack save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
Demoralizing Attack
The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Diverting Attack
Roll two of your Sneak Attack dice. The first time the target would deal damage before the start of your next turn, that damage is reduced by an amount equal to the resulting roll.
Warmonger's Attack
If the target makes an attack against you or an allied creature within 5 feet of you before the start of your next turn, you can use your reaction to make a melee weapon attack against it.
Extra Attack
Pugnacity Practice: 9th level
When you take the Attack action on your turn, you can choose to attack twice, instead of once. Additionally, you can deal Sneak Attack damage any number of times on your turn. Each time you deal Sneak Attack damage, you can choose how many Sneak Attack dice you apply. You can't apply more than your total Sneak Attack dice each turn.
Unrelenting Advance
Pugnacity Practice: 13th level
You have advantage on ability checks and saving throws against effects that would grapple or restrain you. Additionally, if you are grappled or restrained, and you could use your action to attempt to end the effect, you can instead use your bonus action.
Razor Focus
Pugnacity Practice: 17th level
You can enter a hyper-focused state of mind for 1 minute as a bonus action. You must maintain concentration, as if concentrating on a power. For the duration, each time you successfully deal Sneak Attack damage against a creature, you gain two additional Sneak Attack dice, cumulatively, as your attacks become increasingly precise. These additional dice are lost when your focus ends, whether through failing to maintain concentration or after 1 minute.
The first time you use this feature, you suffer no ill effect. If you use this feature again before you finish a long rest, you suffer one level of exhaustion each time you use it.
Ruffian Practice
Those operatives who choose the Ruffian Practice use rough-and-tumble tactics to handle any fight, big or small. They incite chaos and make devious moves that keep their enemies reeling.
Rakish Audacity
Ruffian Practice: 3rd level
Your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.
Additionally, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.
Finally, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Nimble Step
Ruffian Practice: 3rd level
You learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.
Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:
Nimble Step save DC = 8 + your proficiency bonus +
your Dexterity modifier.
Blade Defense
You attempt to determine your target's next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.
Disarming Strike
You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.
Fancy Footwork
Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.
Panache
Ruffian Practice: 9th level
Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Elegant Maneuver
Ruffian Practice: 13th level
You can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Master Duelist
Ruffian Practice: 17th level
Your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Saboteur Practice
Those operatives who choose the Saboteur Practice enhance their fine-honed skills of stealth and agility with tech, using advanced technology with the aid of a tracker droid to sustain a longer assault.
Bonus Proficiencies
Saboteur Practice: 3rd level
You gain proficiency in astrotech's implements.
Techcasting
Saboteur Practice: 3rd level
You have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.
Tech Powers Known
You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
Tech Points
You have a number of tech points equal to half of your operative level, as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
Max Power Level
Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.
You may only cast tech powers at 4th-level once.
You regain the ability to do so after a long rest.
Techcasting Ability
Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a
power refers to your techcasting ability.
Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus +
your Intelligence modifier
Tech attack modifier = your proficiency bonus +
your Intelligence modifier
Techcasting Focus
You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
Tracker Droid Companion
Saboteur Practice: 3rd, 5th, 9th, 13th, and 17th level
You learn to employ all the knowledge you've accumulated to create and customize your own tracker droid companion.
Create your tracker droid companion as detailed in the Companions section of the Customization Options document for Expanded Content. You must have astrotech's implements in order to create your droid.
In addition to its traits and features, your tracker droid companion gains an additional benefit while it is bonded to you:
- Your tracker droid gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each droid trait in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of tracker droid traits equal to half your Intelligence modifier (minimum of one).
Lastly, when you cast a tech power of 1st-level or higher that would affect only one target, and your tracker droid companion is bonded and within 10 feet of you or your target, your tracker droid companion can use its reaction to increase the level at which you are casting your power by 1. This feature can increase a power's level above your Max Power Level, and using this feature does not cost additional tech points.
At 11th level, your tracker droid companion must be within 30 feet of you or your target to benefit from this feature. At 17th level, your tracker droid companion must be within 60 feet.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
Powered Ambush
Saboteur Practice: 9th level
If you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.
Ion Pulse
Saboteur Practice: 13th level
As a bonus action on your turn, you can expend one or more of your tracker droid's Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. The size of the damage die equals the size of your tracker droid's Hit Die. Any electronics not being worn or carried within the blast radius are disabled until rebooted.
Saboteur Techcasting
Level | Tech Powers Known |
Tech Points |
Max Power Level |
---|---|---|---|
3rd | 3 | 2 | 1st |
4th | 4 | 2 | 1st |
5th | 5 | 3 | 1st |
6th | 6 | 3 | 1st |
7th | 7 | 4 | 2nd |
8th | 8 | 4 | 2nd |
9th | 9 | 5 | 2nd |
10th | 10 | 5 | 2nd |
11th | 11 | 6 | 2nd |
12th | 12 | 6 | 2nd |
13th | 13 | 7 | 3rd |
14th | 14 | 7 | 3rd |
15th | 15 | 8 | 3rd |
16th | 16 | 8 | 3rd |
17th | 17 | 9 | 4th |
18th | 18 | 9 | 4th |
19th | 19 | 10 | 4th |
20th | 20 | 10 | 4th |
Sabotage
Saboteur Practice: 17th level
You gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.
On a failed save, you negate the power's effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster's tech focus used to cast the tech power is overloaded and can't be used to cast tech powers for 1 minute.
At the end of each of the caster's turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.
Once you've used this feature, you can't use it again until you finish a long rest.
Sawbones Practice
Those operatives who choose the Sawbones Practice have studied the humanoid body on a more intimate level than other operatives. While others may know where best to stab in order to kill, you also know how to repair the wounds you inflict, as well as how to make them even deeper. You delve into the secrets of the body, learning as much medical knowledge as you can get your hands on, regardless of how dirty the work becomes.
General Practice
Sawbones Practice: 3rd level
You gain proficiency in Medicine, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.
Additionally, you can expend one use of a traumakit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Debilitating Strike
Sawbones Practice: 3rd level
You learn to apply your anatomical knowledge in direct combat, in order to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to hinder the creature, provided they have the appropiate physiology.
Some of your debilitating strikes require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:
Debilitating Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.
Bleeding Wound
You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target's turns, it takes true damage equal to one Sneak Attack die and repeats this saving throw, ending the effect on a success.
Crippling Pain
You attempt to cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of your next turn.
Hampering Shot
You attempt to hamper the target's movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level and it makes Dexterity saving throws with disadvantage until the end of its next turn.
Swift Surgery
Sawbones Practice: 9th level
You know how to quickly patch up wounds, given the right tools. You are able to use a traumakit or administer a medpac as a bonus action, and when you use a traumakit to stabilize a dying creature, that creature also regains a number of hit points equal to your Intelligence modifier.
Dosage Control
Sawbones Practice: 13th level
Your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a medpac within reach. The medpac can now be used twice before it is consumed.
At your DM's discretion, you may be able to use this feature on other pacs, stims, or adrenals, most likely involving an ability check to succeed.
Self-Sustain
Sawbones Practice: 17th level
You have advantage on death saving throws.
Additionally, when you are stabilized, you regain 1 hit point. Once you've used this feature, you can't use it again until you finish a short or long rest.
Scrapper Practice
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.
Back Blast
Scrapper Practice: 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.
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.
Upper Hand
Scrapper Practice: 3rd level
You learn to use 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.
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:
Upper Hand save DC = 8 + your proficiency bonus +
your Charisma modifier
Brutal Hit
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.
Low Blow
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.
Shank Shot
You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, it gains 1 slowed level and makes Dexterity saving throws with disadvantage until the end of its next turn.
Sleight of Foot
Scrapper Practice: 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.
Hostile Negotiations
Scrapper Practice: 13th level
You gain proficiency in Intimidation or Persuasion. Additionally, while you are wielding a weapon with which you are proficient, you can't have disadvantage on Charisma (Intimidation) and Charisma (Persuasion) checks, and if the target would make a contested check, they can't have advantage on it.
Double Tap
Scrapper Practice: 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.
Shadow Killer Practice
Those operatives who choose the Shadow Killer Practice are master assassins, the spiritual practitioners who combine their finely honed skills with mystical aid to vanish from sight and neutralize their targets with poison-coated weapons.
Venomous
Shadow Killer Practice: 3rd, 5th, 9th, 13th, and 17th
level
You gain proficiency with the poisoner's kit, and you can apply a poison as a bonus action.
Additionally, you learn to create a number of special poison vials. Over the course of a short or long rest, you can create two doses of poison. You must have a poisoner's kit in order to create these doses. Your doses can only be used by you, and they lose their potency at the end of your next short or long rest.
As an action, you can use one of your doses to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the coated weapon must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier), taking 1d4 + your Intelligence modifier poison damage on a failed save or half as much on a successful one. Once applied, the poison retains potency for 1 minute before drying.
The quantity and damage of your doses increases at higher levels, to three and 2d4 at 5th level, four and 3d4 at 9th level, five and 4d4 at 13th level, and six and 5d4 at 17th level.
Dark Arts
Shadow Killer Practice: 3rd level
You learn to combine poison and stealth to perform assassination techniques. When you deal Sneak Attack damage to a creature you may choose to forgo two of your Sneak Attack dice to make the attack a dark art.
Dark Arts save DC = 8 + your proficiency bonus +
your Intelligence modifier
Envenomed Art
You attempt to poison the target. The target must make a Constitution saving throw or be poisoned until the end of your next turn.
Hallucinatory Art
You attempt to blind the target. The target must make a Wisdom saving throw or be blinded until the end of your next turn.
Vanishing Art
You feint to momentarily disappear from your target's purview. The target must make a Dexterity saving throw. On a failure, you can move up to 10 feet without provoking opportunity attacks from the target.
Poisoner
Shadow Killer Practice: 9th level
You are a master of poisons. Targets of your poisons cannot have advantage on the saving throw made to resist your poison, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal the application of poisons.
Additionally, when you apply poison to a weapon or its ammunition, that poison can affect an additional hit or an additional piece of ammunition, and when you deal Sneak Attack damage with an attack that would include poison damage, you can change your Sneak Attack damage to poison damage.
One With the Dark
Shadow Killer Practice: 13th level
You learn to partially enter the spirit realm. As an action, you can become invisible as an enhanced effect, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can't do so again until you finish a long rest. While you have no remaining uses of this feature, you can expend one of your poison doses from your Venomous feature to use this feature again. When you do so, your maximum doses decreases by 1 until the end of your next long rest.
Shades of Night
Shadow Killer Practice: 17th level
Your familiarity with poisons and the spirit realm has opened up new paths of life and death for you. Your Evasion feature now applies to Constitution saving throws as well as Dexterity saving throws.
Additionally, whenever you create poison using your Venomous feature, you can change the damage type to acid, cold, fire, lightning or necrotic. When you do so, and you deal Sneak Attack damage with a weapon coated with your poison, you can also change your Sneak Attack damage to the chosen type.
Archaeologist Pursuit
Archaeologists are those who study the remnants of historical civilizations. Those scholars who choose the Archaeologist Pursuit are driven by a desire to uncover the past, forming a connection to the lives of those that came before, and unlocking within themselves a connection not just to history, but to the Force itself.
Studious Excavator
Archaeologist Pursuit: 3rd level
You gain proficiency with archaeologist kits and in the Lore skill. Additionally, you can't have disadvantage on checks you make with them.
Forcecasting
Archaeologist Pursuit: 3rd level
You have learned powers from your studies of civilizations that were also once close to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
Force Powers Known
You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Archaeologist Pursuit Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.
Force Points
You have a number of force points equal to your scholar level, as shown in the Force Points column of the Archaeologist Pursuit Forcecasting table, + your Intelligence, Wisdom, or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
Max Power Level
Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Archaeologist Pursuit Forcecasting table.
You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
Forcecasting Ability
Your forcecasting ability varies based on the alignment of the powers you cast. You use your Intelligence or Wisdom for light side powers (your choice), Intelligence or Charisma for dark side powers (your choice), and Intelligence, Wisdom, or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.
Force save DC = 8 + your proficiency bonus +
your forcecasting ability modifier
Force attack modifier = your proficiency bonus +
your forcecasting ability modifier
Archaeologist Forcecasting
Level | Force Powers Known |
Force Points |
Max Power Level |
---|---|---|---|
3rd | 4 | 3 | 1st |
4th | 6 | 4 | 1st |
5th | 7 | 5 | 1st |
6th | 8 | 6 | 1st |
7th | 10 | 7 | 2nd |
8th | 11 | 8 | 2nd |
9th | 12 | 9 | 2nd |
10th | 13 | 10 | 2nd |
11th | 14 | 11 | 2nd |
12th | 15 | 12 | 2nd |
13th | 17 | 13 | 3rd |
14th | 18 | 14 | 3rd |
15th | 19 | 15 | 3rd |
16th | 20 | 16 | 3rd |
17th | 22 | 17 | 4th |
18th | 23 | 18 | 4th |
19th | 24 | 19 | 4th |
20th | 25 | 20 | 4th |
Archaic Diagnostics
Archaeologist Pursuit: 3rd level
When you analyze a hostile creature, you can use maneuvers that require a weapon attack when you cast a force power that requires a force attack and you can use maneuvers that require a hit with a weapon attack when a creature fails a saving throw against a force power you cast.
Force Carving
Archaeologist Pursuit: 6th level
You have unlocked more control over the Force, allowing you to choose wisely who it affects. When you cast a force power that affects other creatures that you can see, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.
Psychometric Analysis
Archaeologist Pursuit: 9th level
Your strength in the Force and your ability to read the objects around you intensifies. You can use your Critical Analysis to analyze an object of Huge size or smaller that you can see within range. When you do so, you learn whether or not the object is enhanced, cursed, and how old it is.
Additionally, you can end your Critical Analysis on the object (no action required) to ask it a single question and receive an answer, usually in the form of an auditory or visual hallucination. For example, touching the rusted, broken remains of a lightsaber and asking how it got there may result in a brief vision of a disgruntled Jedi Knight casting it to the ground on that spot. An object “questioned” in this way can only provide information relating to its past. The GM has the final say on what objects can be questioned, and to what extent.
You can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you complete a long rest.
Knowledge is Power
Archaeologist Pursuit: 17th level
You gain the ability to steal the knowledge of how to cast a power from another forcecaster. When a hostile creature casts a force power that affects a friendly creature within range of your Critical Analysis feature, and you use your reaction target that friendly creature with your Critical Analysis feature, you can force the creature casting the power to make a Wisdom or Charisma saving throw (your choice) against your universal force save DC. On a successful save, the power is cast as normal.
On a failed save, you negate the power's effects, and you steal the knowledge of that power if it is at least 1st level and of a level you can cast. For the next 8 hours, you know the power and can cast it using your force points. The creature cannot cast that power again until the 8 hours have passed.
Once you've used this feature, you cannot use it again until you finish a long rest.
Archaeologist Discoveries
When you select this pursuit, you gain access to new discoveries which reflect your studies into historical civilations. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Archive Research
Your expeditions have turned up a bevy of knowledge on the force. You learn three at-will force powers of your choice, which don't count against your number of force powers known.
Force Combat Knowledge
Your research into Jedi and Sith combat techniques has allowed you to gain proficiency in simple lightweapons. Additionally, you gain knowledge of one lightsaber form of your choice.
It Belongs in a Museum
Prerequisite: 9th level
Your knowledge of antiquities is unparalleled. When you make an Intelligence (Lore) check or an ability check with your archaeologist kit, you may treat any roll of a 9 or lower as a 10.
Localized Survey
Prerequisite: 13th level
Your affinity for the force allows you to key in to the recent past of an area you enter. When you would expend a use of your Psychometric Analysis, you can instead choose to target your immediate vicinity (up to a 50-foot cube) and investigate for at least 1 minute. For each minute you investigate, you see visions of recent events in the area going back a number of days equal to your scholar level, you learn about one significant event, beginning with the most recent.
You can investigate in this way for a number of minutes equal to your scholar level and must maintain concentration during that time, as if you were concentrating on a power.
Once you've used this feature, you can't use it again until you complete a short or long rest.
Making This Up As You Go
Prerequisite: 17th level
You may now cast force powers at 4th-level twice between rests.
Telekinetic Ministrations
Prerequisite: 9th level
You can cast the telekinesis force power at 5th level without spending force points.
Once you've used this feature, you must complete a long rest before you can use it again.
The Years and the Mileage
Your archaeological studies have taken you all across the galaxy. While you are the target of your Critical Analysis feature, you can use your universal forcecasting ability instead of Wisdom when making Insight or Survival checks.
Tomb of the Ancients
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in the Force until the end of your next turn. For the duration, you have resistance to the triggering damage, you gain temporary hit points equal to 1d10 + your universal forcecasting ability modifier + your scholar level to potentially absorb the attack, and your speed is reduced to 0.
Once you've used this feature, you can't use it again until you finish a short or long rest.
Chef Pursuit
Without it empires fall, armies dissolve into nothingness, and species are forgotten with the passage of time. A favored tool of assassins, crime lords, and moguls: food. Those scholars who choose the Chef Pursuit know the importance and power that food carries.
Culinary Knowledge
Chef Pursuit: 3rd level
You gain proficiency with chef's kits and your choice of the Nature or Survival skills. Additionally, you can't have disadvantage on checks you make with them.
Emergency Supplements
Chef Pursuit: 3rd level
You are prepared to assist allies with specially prepared, instantly effective supplements. When an ally is the target of your Critical Analysis feature and within 5 feet of you, you may expend a superiority die and give that ally the benefits of any discovery that utilizes a superiority die and is exclusive to the Chef Pursuit, regardless of whether or not you've chosen it.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Balanced Diet
Chef Pursuit: 6th level
Your cooking is so nutritionally balanced that it allows allies to stave off the effects of continued rigorous activity. Creatures of your choice who eat food prepared by you have advantage on Constitution saving throws to avoid exhaustion, as described in chapter 8, until the end of their next long rest.
Comfort Food
Chef Pursuit: 9th level
If you or any friendly creatures who have consumed food you prepared during a short rest regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d8 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.
Heroes' Feast
Chef Pursuit: 17th level
You have developed a signature feast that is the purest distillation of your knowledge and talent as a chef.
Over the course of a long rest, you can expend rare culinary supplies worth 1,000 cr to create your feast, which can feed a number of creatures equal to twice your Critical Analysis ability modifer. Any creature partaking in the feast gains the following benefits:
- It is cured of all poisons and disease, and becomes immune to poison and disease.
- It makes Wisdom saving throws to avoid being frightened with advantage.
- Its hit point maximum and current hit points increase by 2d10.
These benefits last until the end of the creature's next long rest or 24 hours have passed. This feature has no effect on droids or constructs.
Chef Discoveries
When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the culinary arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Allergens
As a bonus action while preparing or touching food, you may expend a superiority die and add to it an irritating allergen. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts half the result of your superiority die (minimum of one) from the first ability check, attack roll, or saving throws it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.
Alternative Fuel
Any of your chef features, maneuvers, or discoveries can now affect droids and constructs.
Banquet
Prerequisite: 17th level, Full Course
Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of four).
Brain Food
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your maneuver modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary force or tech points (their choice) equal to the number you roll on the superiority die. When an affected creature casts a force or tech power, the temporary force or tech points are spent first. An affected target can only benefit from one source of temporary force or tech points at a time, and they last until they're depleted or until the affected target completes their next short or long rest. This maneuver has no effect on droids or constructs.
Debilitants
As a bonus action when preparing or touching food, you may expend a superiority die and add to it a subtle poison. Any creature that consumes this food must make a Constitution saving throw. On a failed save, their hit point maximum is reduced by an amount equal to twice the number rolled on your superiority die + your maneuver modifier. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.
Energizers
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your maneuver modifier (minimum of one), if they ate food you prepared. Each creature has their walking speed increased by 10 until the end of their next short or long rest. This maneuver has no effect on droids or constructs.
Enhancers
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your maneuver modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to a damage roll that would affect only one target. This maneuver has no effect on droids or constructs.
Filling Meal
Prerequisite: 7th level
Over the course of a long or short rest, you may utilize up to two different maneuvers from this archetype, rather than one.
Full Course
Prerequisite: 12th level, Filling Meal
Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of three).
Health Food
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your maneuver modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary hit points equal to twice the number you roll on the superiority die. This maneuver has no effect on droids or constructs.
Muscle Relaxants
As a bonus action while preparing or touching food, you may expend a superiority die and add to it a fast acting muscle relaxant. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts the result of your superiority die from the first damage roll it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.
On the Rocks
Any food you prepare over a short or long rest carries with it an additional cooling effect. Creatures that consume it are considered adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide, until the end of the creature's next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes fire damage before the end of their next short or long rest, they are considered resistant to the damage.
Secret Ingredient
If you or any friendly creature that has consumed food made by you during their last short or long rest gains temporary hit points, the number of temporary hit points they gain increases by an amount equal to your Critical Analysis ability modifer.
Spice of Life
Any food you prepare over a short or long rest carries with it an additional warming effect. Creatures that consume it are considered adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide, until the end of the creature's next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes cold damage before the end of their next short or long rest, they are considered resistant to the damage.
Supplements
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your maneuver modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to one ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. This maneuver has no effect on droids or constructs.
Vitamins
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your maneuver modifier (minimum of one), if they ate food you prepared. Each creature gains proficiency in Constitution saving throws until the end of their next short or long rest. If a creature was already proficient in Constitution saving throws, they instead become proficient in a saving throw of your choice. This maneuver has no effect on droids or constructs.
Detective Pursuit
Some individuals learn to hone their instincts to investigate and discover that which others can't see. Those scholars who choose the Detective Pursuit train themselves to see the things that others miss, gaining a unique—and powerful—perspective.
Martial Training
Detective Pursuit: 3rd level
You gain proficiency in martial vibroweapons and the Investigation skill. Additionally, you can't have disadvantage on checks you make with it.
Intelligent Applications
Detective Pursuit: 3rd level
When you analyze a hostile creature with your Critical Analysis, you can use your Critical Analysis ability modifer with any weapon, as long as it does not have the heavy or special properties.
Extra Attack
Detective Pursuit: 6th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Sharp Instincts
Detective Pursuit: 9th level
Once on each of your turns, when you hit the target of your Critical Analysis with a melee weapon attack, you can make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If you win the contest, you deal an additional 1d8 damage to the target, which is the same type as the weapon's damage
This die increases to d10 at 13th level and d12 at 17th level.
Discombobulate
Detective Pursuit: 17th level
When you use a scholar maneuver on a hostile creature, you can force that target to make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a short or long rest.
Detective Discoveries
When you select this pursuit, you gain access to new discoveries which reflect your investigative prowess. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Athletic
You gain your choice of a climbing, crawling, or swimming speed equal to your walking speed.
Brawler Adept
Prerequisite: 5th level
Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8). Additionally, your unarmed strikes and count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
Eye for Attire
Prerequisite: 5th level
As an action, you can touch a suit of armor that isn't being worn or carried by a hostile creature and instantly don it, provided you aren't wearing armor already.
Eye for Detail
You take the Search action as a bonus action.
Ear for Deceit
Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6 of the Player's Handbook.
Scrapper's Armor
Prerequisite: 5th level
You gain proficiency in medium armor. If you are already proficient in medium armor, you instead gain proficiency in heavy armor.
Steady Eye
Prerequisite: 9th level
On your turn, you can reduce your speed by half to gain advantage on Wisdom (Perception) or Intelligence (Investigation) checks until the end of the turn. You can not use this feature if you have moved more than half your speed this turn.
Thirst for Justice
When you reduce a hostile creature to 0 hit points, but don't kill it outright, you gain temporary hit points equal to your scholar level, which last for 1 minute.
Unerring Eye
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion while the creature is within 30 feet of you and within line of sight.
Explorer Pursuit
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.
Surveyed Area
Explorer Pursuit: 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.
Field Advantage
Explorer Pursuit: 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.
Unstoppable Adventurer
Explorer Pursuit: 9th level
You learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.
Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, provided you have a swimming or climbing speed. Chosen creatures have a swimming speed or climbing speed for the entire duration.
Survey Master
Explorer Pursuit: 17th level
When you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.
Explorer Discoveries
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.
Cover Adept
Prerequisite: 12th level
You treat one-quarter cover as half cover, 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 Critical Analysis ability modifer (minimum of +1).
Dungeon Explorer
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.
Additionally, 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.
Galactic Explorer
Prerequisite: 9th level
When you make an Intelligence (Piloting) check and add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.
Grappling Hunter
Prerequisite: 5th level
Attack rolls that you make against creatures that you are grappling have advantage.
High Ground
Prerequisite: 5th level
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 half your Critical Analysis ability modifer (minimum of +1).
No Stone Left Unturned
When you make a Wisdom (Perception) or Intelligence (Investigation) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.
Versatile Explorer
You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.
Geneticist Pursuit
Throughout the galaxy there exists scientists who focus on unraveling the mysteries contained within the bodies of the divese sentients of the galaxy. Those scholars who choose the Geneticist Pursuit put their knowledge into practice, splicing their own genetic material to become superior beings... or monsters.
Genesplicer's Methods
Geneticist Pursuit: 3rd level
You gain proficiency with geneticist's implements and your choice of Medicine or Survival skills. Additionally, you can't have disadvantage on checks you make with them.
Mutagenic Analysis
Geneticist Pursuit: 3rd level
While you are the target of your Critical Analysis feature, you can add half your Critical Analysis ability modifer (minimum of one) to any saving throw you make that doesn't already include that modifier.
Mutagenic Transformation
Geneticist Pursuit: 6th level
When you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:
- You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Your Strength score becomes equal to your Critical Analysis score.
- You gain a bonus to your AC equal to half your Critical Analysis ability modifer (minimum of +1) if it doesn't already include that modifier.
You can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.
Geneticist's Resilience
Geneticist Pursuit: 9th level
Your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.
Chimeric Adaptation
Geneticist Pursuit: 17th level
Your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.
Aspect of the Terentatek
You gain proficiency in Wisdom and Charisma saving throws. Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).
Aspect of the Rancor
You gain proficiency in Strength and Constitution saving throws. Additionally, you gain immunity to the frightened condition, and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon's damage.
Aspect of the Varactyl
You gain proficiency in Dexterity and Intelligence saving throws. Additionally, your speed increases by 10 feet, your attack rolls can't suffer from disadvantage, creatures can't have advantage on attack rolls against you, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.
Geneticist Discoveries
When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Adapted Hide
When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master's Guide. When you undergo your mutagenic transformation, you add your full Critical Analysis ability modifer, instead of half, to your AC for the duration.
Atmospheric Adaptation
You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.
Enhanced Musculature
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.
Icarian Mutation
You sprout a pair of winged arms. You gain a flying speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.
Mutagenic Hardiness
Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level + your Critical Analysis ability modifer for the duration.
Predatory Senses
You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.
Underground Adaptation
You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.
Unnatural Weaponry
You sprout claws or some other natural weapon. Your unarmed strikes deal 1d4 kinetic damage, and you can use your choice of your Strength, Dexterity, or Critical Analysis ability modifer for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.
Occultist Pursuit
Occultists research the obscure practitioners of mystical arts, from witches to shamans to sorcerers. Those scholars who choose the Occultist Pursuit learn to harness these magics to bewitch and confound their enemies.
Theurgic Research
Occultist Pursuit: 3rd level
You gain proficiency in the Lore and Nature skills. Additionally, you can't have disadvantage on checks you make with them.
Curse of Objurgation
Occultist Pursuit: 3rd, 5th, 9th, 13th, and 17th level
When you target a creature with your Critical Analysis, you can choose one ability. While it can see you, the target has disadvantage on ability checks made with the chosen ability.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
Heightened Hex
Occultist Pursuit: 6th level
When you use your Curse of Objurgation feature, each time the cursed creature deals damage to you or an allied creature you can see within 5 feet of you, the creature takes psychic damage equal to twice your Critical Analysis ability modifer (minimum of 2).
Voodoo Doll
Occultist Pursuit: 9th level
Over the course of an hour, which can be done during a short rest, you can perform a ritual to construct an effigy of a creature. In order to do so, you must have at least heard of or seen the creature before, and the target must be in the same system as you. At the end of the hour, the creature must make a Wisdom saving throw against your maneuver save DC. This saving throw is modified by how well you know the target and the sort of physical connection you have to it, as shown in the Knowledge Save Modifier and Connection Save Modifier tables below.
Knowledge Save Modifier
Secondhand (you have heard of the target) | +5 |
Firsthand (you have met the target) | +0 |
Familiar (you know the target well) | −5 |
Connection Save Modifier
Likeness or picture | −2 |
Curse of Objurgation | −3 |
Possession or garment | −4 |
Body part, lock of hair, bit of nail, or the like | −10 |
On a successful save, the target isn't affected, and you can't use this ritual against it again for 24 hours. On a failed save, the ritual creates a Tiny doll that is linked to the target. The doll remains linked for 24 hours, or for 10 minutes after you first use it. It disintegrates at the end of this duration. For the duration, you can see and hear the target through the doll as if you were within 5 feet of the creature.
Additionally, as action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:
- Burn: The target must succeed on a Wisdom saving throw. On a failed save, the target believes it is burning. While burning in this way, the target has has disadvantage on attack rolls made with Strength or Dexterity. This effect lasts for 1 hour.
- Pain: The target must succeed on a Constitution saving throw or be wracked with pain for 1 hour. While in pain in this way, the target takes an additional 1d4 psychic damage whenever it takes damage.
- Stab: The target must succeed on a Dexterity saving throw or gain 2 slowed levels and fall prone. The slowed levels effect lasts for 1 hour.
The target can only be under 1 effect at a time. When you use a new effect, any existing effects end. Placing an effect on a target requires maintaining your concentration, as if concentrating on a power.
You can use this feature twice. You regain all expended uses when you finish a long rest.
Toil and Trouble
Occultist Pursuit: 17th level
You perfect your control of your curses, granting them unmatched potency. When the target of your Curse of
Objurgation fails a saving throw against one of your maneuvers, you can choose to amplify that maneuver by expending a number of Hit Dice of your choice. The target immediately takes 1d8 psychic damage for every Hit Die spent in this way.
Additionally, when a creature attempts to use a power like remove curse or other similar abilities to remove a curse you set, they must roll a Wisdom or Charisma check (their choice) against your maneuver save DC. On a failed save, their attempt fails, and any force or tech points spent in this way are wasted.
Occultist Discoveries
When you select this pursuit, you gain access to new discoveries which reflect your research on the occult. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Arcane Membrane
You have advantage on Intelligence (Lore) or Intelligence (Nature) checks.
Evil Eye
Prerequisite: 5th level
You can cast the bestow curse and remove curse force powers without spending force points. Wisdom or Charisma (your choice) is your forcecasting modifier for these powers.
Once you've cast a power using this feature, you must complete a long rest before you can cast it again.
Exsanguination
Prerequisite: 9th level
When a creature marked by your Curse of Objurgation is reduced to 0 hit points, you can use a reaction and expend a Hit Die to immediately regain a use of your Curse of Objurgation.
Hexes and Superstitions
When you roll a 13 on an ability check, you treat it as if you rolled a 20.
Natural Karma
Before you use a maneuver or power to set a curse on a target you can see, you can make a contested Dexterity (Sleight of Hand) check against the target's Wisdom (Insight) check. On a success, the target is unaware you set the curse on them.
Savage Sortilege
Prerequisite: 13th level
You ignore resistance to psychic damage, and you have resistance to psychic damage.
Supernatural Vigor
At the end of a long rest, you can choose one creature you can see within 30 feet (this includes you) to imbue with unnatural power. The creature's hit point maximum and current hit points increase by an amount equal to your scholar level, and it has advantage on Constitution saving throws made to avoid exhaustion. Both effects end after 8 hours.
Slicer Pursuit
Across the galaxy one can find numerous pseudonyms and false identities belonging to the hackers and cyber-infiltrators that call the world of electronics home. Those scholars who choose the Slicer Pursuit put their impressive intellectual prowess to work in the field of technology, to ends both benevolent and malicious.
Hacker's Disposition
Slicer Pursuit: 3rd level
You gain proficiency with slicer's kits and in the Technology skill. Additionally, you can't have disadvantage on checks you make with them.
Techcasting
Slicer Pursuit: 3rd level
You have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.
Tech Powers Known
You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
Tech Points
You have a number of tech points equal to half of your scholar level, as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
Max Power Level
Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.
You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.
Techcasting Ability
Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus +
your Intelligence modifier
Tech attack modifier = your proficiency bonus +
your Intelligence modifier
Techcasting Focus
You use a wristpad (found in chapter 5 of the Player's Handbook) as a tech focus for your tech powers.
Slicer Techcasting
Level | Tech Powers Known |
Tech Points |
Max Power Level |
---|---|---|---|
3rd | 3 | 2 | 1st |
4th | 4 | 2 | 1st |
5th | 5 | 3 | 1st |
6th | 6 | 3 | 1st |
7th | 7 | 4 | 2nd |
8th | 8 | 4 | 2nd |
9th | 9 | 5 | 2nd |
10th | 10 | 5 | 2nd |
11th | 11 | 6 | 2nd |
12th | 12 | 6 | 2nd |
13th | 13 | 7 | 3rd |
14th | 14 | 7 | 3rd |
15th | 15 | 8 | 3rd |
16th | 16 | 8 | 3rd |
17th | 17 | 9 | 4th |
18th | 18 | 9 | 4th |
19th | 19 | 10 | 4th |
20th | 20 | 10 | 4th |
Systems Hijack
Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.
Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.
Potent Programming
Slicer Pursuit: 6th level
When a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power's damage, but suffers no additional effects of the power.
Redirect Error
Slicer Pursuit: 9th level
When the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.
Once you've used this feature, you must complete a long rest before you can use it again.
System Override
Slicer Pursuit: 17th level
You know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the diminish tech and tech override powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.
You can use this feature three times. You regain all expended uses when you finish a long rest.
Slicer Discoveries
When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Administrator's Log
If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.
Backdoor Egress
When you cast a tech power that affects an area and requires a saving throw, and you are inside that power's area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.
Intelligence Core Override
Prerequisite: 9th level
You can cast the override interface tech power at 5th level without spending tech points.
Once you've used this feature, you must complete a long rest before you can use it again.
Resource Appropriation
Prerequisite: 11th level
If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Skillful Casting
When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.
Sleeper Program
Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power's activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power's effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.
Zoologist Pursuit
Many academics develop an affinity for nature, studying the vast fauna that inhabit the different planets throughout the galaxy. Those scholars who choose the Zoologist Pursuit capitalize on their knowledge of animals, developing a strong bond with a companion with whom they gain an advantage on the battlefield.
Wilderness Expert
Zoologist Pursuit: 3rd level
You gain proficiency in Animal Handling, and you have advantage on Wisdom (Animal Handling) checks. Additionally, you can't have disadvantage on Wisdom (Animal Handling) checks.
Beast Companion
Zoologist Pursuit: 3rd, 11th, and 17th level
You learn to employ all the knowledge you've accumulated to forge a powerful bond with your own beast companion.
Create your beast companion as detailed in the Companions section of the Customization Options document for Expanded Content.
In addition to its traits and features, your beast companion gains additional benefits while it is bonded to you:
- Your beast gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each beast trait in excess of your proficiency bonus, your number of available Hit Dice that can be spend to restore hit points is reduced by 1.
Lastly, while bonded and within 10 feet of you, your beast companion gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Critical Analysis ability modifer (minimum of +1).
This radius increases to 30 feet at 11th level,
and 60 feet at 17th level.
Vicious Hunting
Zoologist Pursuit: 6th level
Your beast companion's strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage. Additionally, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you had taken the action yourself.
Bestial Agility
Zoologist Pursuit: 9th level
Your beast's reflexes and agility allow it to move with a burst of speed. When your beast moves on its turn in combat, it can double its speed until the end of the turn. Once its used this feature, it can't use it again until it moves 0 feet on one of its turns.
Feral Ferocity
Zoologist Pursuit: 17th level
You have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:
- Your beast has advantage on Strength checks and Strength saving throws if it is size Medium or larger.
- Your beast has advantage on Dexterity checks and Dexterity saving throws if it is size Small or smaller.
- When your beast hits with an attack, it deals bonus damage equal to your Critical Analysis ability modifer.
- Your beast has resistance to kinetic and energy damage.
Your beast's furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast's furious state as a bonus action.
Once you've used this feature, you can't use it again until you finish a long rest.
Zoologist Discoveries
When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Advantageous Companion
When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.
When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.
Holocam Attachment
You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, your beast becomes a valid target of this power, and when you cast this power targeting your beast, you do so without spending tech points. You require use of a wristpad for this power.
Neat Tricks
Prerequisite: 5th level
Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast's size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast's size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.
One Big Baddie
Prerequisite: Size Medium or larger beast
Your beast companion gains the following benefits:
- It deals double damage against structures.
- It can take the Guard action as a bonus action, but it can only guard you in this way.
- It can spend a bonus action to spend one of its Hit Dice to recover hit points.
- When it rolls a Hit Die to regain hit points, the minimum number of hit points it can regain from the roll equals twice its Constitution modifier (minimum of 2).
Protective Friend
If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
The More the Merrier
Prerequisite: Size Small or smaller beast
Rather than a single beast companion, you instead control multiple beasts that function as a swarm. Your beast companion gains the following benefits:
- Its effective size increases by two categories (from Tiny to Medium or Small to Large).
- Its hit points increase by an amount equal to twice its level + 2.
- It can only be mounted by creatures at least three size categories smaller than it, instead of one.
- It can occupy another creature's space and vice versa, and it can move through any opening large enough for a creature two size categories smaller than it.
- While it is above half its hit point maximum, when it takes the Attack action, it can make an additional attack. If the creature has the Extra Attack feature, this attack is in addition to the attack granted by that feature.
Artillerist Technique
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.
Modular Munitions
Artillerist Technique: 3rd level
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.
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:
- Flashbang: Each creature damaged by this power must succeed on a Constitution saving throw or be blinded and deafened until the start of your next turn.
- Mire: Each creature damaged by this power must succeed on a Dexterity saving throw or gain one slowed level until the start of your next turn.
- Psyche: Each creature damaged by this power must succeed on a Wisdom saving throw or become frightened until the start of your next turn.
If an empowerment effect calls for a saving throw, the DC equals your tech save DC.
You can use these features 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 short or long rest.
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.
Mark of the Artillerist
Artillerist Technique: 3rd and 11th level
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.
At 11th level, you can now use your Ranger's Quarry feature on a 15-foot cube area, instead of a 10-foot cube.
Sundered Defenses
Artillerist Technique: 7th level
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.
Target Masking
Artillerist Technique: 11th level
You are familiar with various turrets and defensive emplacements, and their operation.
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.
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.
Master of Ordnance
Artillerist Technique: 15th level
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:
- Confusion: Each creature damaged by this power must make a Charisma saving throw. On a failure, on its next turn, a creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
- Knockout: Each creature damaged by this power must succeed on a Strength saving throw or be knocked prone.
- Static: Each creature damaged by this power must succeed on an Intelligence saving throw or become shocked until the start of your next turn.
Additionally,
when you would
spend 1 tech point
to apply an empowerment
effect, it no longer
reduces your
maximum tech
points.
Artillerist Technique (Companion)
While some scouts choose to foray alone, others like to have support. Followers of the Artillerist Technique master control of militant constructs, laying waste to the battlefield with their expertise
Bonus Proficiencies
Artillerist Technique: 3rd level
You gain proficiency in artillerist's implements.
Turret Companion
Artillerist Technique: 3rd, 11th, and 17th level
You learn to apply your knowledge to construct and bond with your own portable turret.
Create your turret companion as detailed in the Companions section of the Customization Options document for Expanded Content. You must have artillerist's implements in order to create your turret.
In addition to its traits and features, your turret companion gains additional benefits while it is bonded to you:
- Your turret is a valid target of the tracker droid interface tech power.
- Your turret gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each turret trait in excess of your proficiency bonus, your tech point maximum is
reduced by 1. Over the course of a long
rest, you can install, replace, or remove a
number of turret traits equal to half
your Intelligence modifier (rounded
up, minimum of one). - When you would make a weapon
attack, you can let your turret make
a weapon attack instead.
Lastly, while your turret
is bonded, within 10 feet
of you, and the target of
your tracker droid interface
tech power, when you cast a
tech power with a range of 5
feet or greater, you can cast it as if
you were in your turret's space, and
the range increases to 10 feet if it
isn't greater.
Both the range and radius
increase to 30 feet at 11th level,
and 60 feet at 17th level.
Mark of the Artillerist
Artillerist Technique: 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.
Crisis Management
Artillerist Technique: 7th level
While you can see your turret, it can add half its proficiency bonus to any saving throws it makes that doesn't already include it.
Double Up
Artillerist Technique: 11th 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.
Battlefront
Artillerist Technique: 15th 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.
Deadeye Technique
Some scouts become legends written in blaster burns. Followers of the Deadeye Technique perfect the art of the blaster shot and utilize their incredible focus to make shots that most would deem impossible. When everything depends on one shot, you want a Deadeye pulling the trigger.
Due to their uncanny focus, Deadeyes can make shots that other marksmen would never dare to attempt. Deadeyes know how to make the most of ranged weapons and can use them to greater effect than other Scouts.
Deadeye Superiority
Deadeye Technique: 3rd level
You learn maneuvers that are fueled by special dice called superiority dice. See chapter 13 for the maneuvers list.
Maneuvers Known
You learn two maneuvers of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the Deadeye Superiority table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice
You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Deadeye Superiority table. This die changes as you gain scout levels, as shown in the Superiority Dice Size column of the Deadeye Superiority table. A superiority die is expended when you use it.
You regain all of your expended superiority dice when you finish a short or long rest.
Maneuver Ability
Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use.
Maneuver save DC = 8 + your proficiency bonus +
your maneuver ability modifier
Mark of the Deadeye
Deadeye Technique: 3rd level
The range of your Ranger's Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger's Quarry, the normal and long range of your blaster weapons double.
Cover to Cover
Deadeye Technique: 7th level
Attack rolls made against you on your turn are made with disadvantage.
Deadeye Superiority
Level | Maneuvers Known |
Superiority Dice Quantity |
Superiority Dice Size |
---|---|---|---|
3rd | 2 | 2 | d4 |
4th | 2 | 2 | d4 |
5th | 4 | 3 | d6 |
6th | 4 | 3 | d6 |
7th | 5 | 3 | d6 |
8th | 5 | 3 | d6 |
9th | 6 | 4 | d8 |
10th | 6 | 4 | d8 |
11th | 7 | 4 | d8 |
12th | 7 | 4 | d8 |
13th | 9 | 5 | d10 |
14th | 9 | 5 | d10 |
15th | 10 | 5 | d10 |
16th | 10 | 5 | d10 |
17th | 11 | 6 | d12 |
18th | 11 | 6 | d12 |
19th | 12 | 6 | d12 |
20th | 12 | 6 | d12 |
Shoot First
Deadeye Technique: 11th, 13th, and 17th level
You have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once. Additionally, on a hit, you deal an extra 1d8 damage of the same type as the weapon. This damage increases to 1d10 at 13th level and 1d12 at 17th level.
Overwatch
Deadeye Technique: 15th level
You have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.
If your attack hits, either impose disadvantage on the enemy creature's opportunity attack roll or grant advantage to any allies making the saving throw.
Illusionist Technique
Among the galaxy you may find the various infiltrators and agents who make ample use of holographic technology to get themselves in and out of danger. Followers of the Illusionist Technique make use of this holographic technology to give themselves an illusory edge in combat.
Holographic Decoy
Illusionist Technique: 3rd, 5th, 9th, 13th, and 17th level
As an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy's space. Both your decoy and the target of your tech power must be within your line of sight.
You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.
Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.
A creature that uses its action to examine your decoy can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a short or long rest.
Mark of the Illusionist
Illusionist Technique: 3rd level
The target of your Ranger's Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger's Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature's dimensions fall within the power's capacity restrictions.
Charged Illusions
Illusionist Technique: 7th level
When a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level.
Quick Escape
Illusionist Technique: 11th level
Whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.
Improved Decoys
Illusionist Technique: 15th level
You can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.
Inquisitor Technique
Across history, there have been those who live to hunt those who wield the Force, be they Jedi or Sith. Followers of the Inquisitor Technique combine technology with force techniques to track down and eliminate force-wielders. For those practitioners of the Force, they are the greatest adversary.
Forcecasting Secrets
Inquisitor Technique: 3rd, 5th, 9th, 13th,
and 17th level
You have learned secrets from a subtle attunement to the force. Choose two force powers of no higher level than your Max Power Level, as shown in the scout table. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the scout table.
You learn two additional powers at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of no higher level than your Max Power Level.
Mark of the Inquisitor
Inquisitor Technique: 3rd, 11th, and 17th level
When the target of your Ranger's Quarry feature is within 15 feet of you, you gain the following benefits:
- Whenever the creature casts a force power, it must first succeed on a Constitution saving throw against your tech save DC to maintain concentration. On a failed save, the casting is disrupted, the force power fails, and the force points are wasted.
- Whenever the creature starts its turn while concentrating on a force power, it must make a Constitution saving throw against your tech save DC
to maintain concentration. On a failed save, it loses
concentration on the power.
The radius of this feature increases to 30
feet at 11th level and 60 feet at 17th
level.
Sense Force
Inquisitor Technique: 7th, 9th, 13th, and 17th level
You can use your action to gain the benefits of the force sight force power until the end of your next turn.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.
Force Resistance
Inquisitor Technique: 11th and 17th level
While the target of your Ranger's Quarry feature is within 30 feet of you, you gain the following benefits:
- You have advantage on saving throws against force powers they cast.
- You have resistance to damage dealt by force powers they cast.
The radius of this feature increases to 60 feet at 17th level.
Inquisitor's Wrath
Inquisitor Technique: 15th and 17th level
You can cast the force suppression and sever force force powers at 3rd level against the target of your Ranger's Quarry without expending tech points. If they are within 30 feet of you, you have advantage on the forcecasting ability check for these powers.
You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you finish a long rest.
The radius of this feature increases to 60 feet at 17th level.
Mastermind Technique
Preparation, preparation, preparation. Some scouts are serious students of battle and any creatures they might encounter. Followers of the Mastermind Technique focus on being prepared for any eventuality, and using their breadth of knowledge to gain insights into their enemies.
Instinctive Combatant
Mastermind Technique: 3rd level
You have learned to use your wits to help you survive. While you are wearing light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when determining your AC.
Mark of the Meticulous
Mastermind Technique: 3rd level
You can use Intelligence instead of Dexterity for the attack and damage rolls made with weapons with the finesse property or blaster weapons against the target of your Ranger's Quarry.
Additionally, once per round, when you hit the target of your Ranger's Quarry with a tech attack, or it fails a saving throw against a tech power you cast that deals damage, you can deal additional damage equal to your Ranger's Quarry damage die of the same type as the tech power's damage.
Adaptive Techie
Mastermind Technique: 7th level
When you complete a long rest, you can choose up to a number of tech powers you know equal to half your Intelligence modifier and replace them with another tech power, as long as that power is not of a higher level than your Max Power Level.
Emergency Planning
Mastermind Technique: 11th level
You've learned to formulate and execute a plan. As an action, you can choose up to six creatures (including yourself) that you can see within 60 feet of you. For each creature, choose one of the following: ability check, attack roll, or saving throw. Each creature gains an Emergency Planning die, which is a d8.
Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw, as determined when you use this feature. The creature can wait until after it rolls the d20 before deciding to use the Emergency Planning die, but must decide before the GM says whether the roll succeeds or fails. Once the Emergency Planning die is rolled, it is lost.
A creature can have only one Emergency Planning die at a time.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Your Emergency Planning die changes when you reach certain levels in this class. to 1d10 at 13th level, and to 1d12 at 17th level.
Exploit Weakness
Mastermind Technique: 15th level
Your training has taught you to find and exploit weaknesses in your prey. As a bonus action, you can impose disadvantage on the next saving throw the target of your Ranger's Quarry makes against an effect you control before the end of your next turn. Once you've done so, you must complete a short or long rest before you can do so again.
Mechanist Technique
Some scouts are peerless inventors, skilled at working with droids and other forms of technology. Followers of the Mechanist Technique make up for the weakness of organics with the strength and purity of their creations.
Improved Techcasting
Mechanist Technique: 3rd level
Your command of techcasting improves.
Improved Tech Powers Known
You know 7 tech powers of your choice, instead of 5, and you learn more at higher levels, as shown in the Tech Powers Known column of the Mechanist Technique Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
Improved Tech Points
You have a number of tech points equal to one and a half times your scout level, instead of your scout level, as shown in the Tech Points column of the Mechanist Technique Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
Improved Max Power Level
Your Max Power Level becomes 2nd, instead of 1st, and it increases at higher levels, as shown in the Mechanist Technique Techcasting table.
You may only cast tech powers at 5th, 6th, and 7th-level once, instead of 4th and 5th. You regain the ability to do so after a long rest.
Mark of the Mechanist
Mechanist Technique: 3rd level
As a bonus action, you can cause the target of your Ranger's Quarry to emit an ion pulse, as long as the target is within 60 feet of you. The target, and any creatures within 5 feet of it, must make a Constitution saving throw against your tech save DC. On a failed save, roll your Ranger's Quarry die; each creature takes ion damage equal to the amount rolled.
Potent Tech
Mechanist Technique: 7th, 9th, 13th, and 17th level
You can use your ingenuity to bolster yourself or an ally. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
- For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Once a creature receives this benefit, that creature can't receive it again until it finishes a short or long rest.
- Roll a d4. The creature regains a number of tech points equal to the result. Once a creature receives this benefit, that creature can't receive it again until it finishes a long rest.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.
High Voltage
Mechanist Technique: 11th level
You are used to working with electronics and have learned to increase their potency, while becoming inured to their dangers. You gain resistance to ion and lightning damage.
Additionally, whenever you deal ion damage to a creature, you can spend a tech point to force the creature to make a Constitution saving throw. On a failed save, it is stunned until the end of your next turn.
Mechanist Techcasting
Level | Tech Powers Known |
Tech Points |
Max Power Level |
---|---|---|---|
3rd | 7 | 5 | 2nd |
4th | 8 | 6 | 2nd |
5th | 9 | 8 | 2nd |
6th | 11 | 9 | 3rd |
7th | 12 | 11 | 3rd |
8th | 13 | 12 | 3rd |
9th | 15 | 14 | 4th |
10th | 16 | 15 | 4th |
11th | 17 | 17 | 5th |
12th | 18 | 18 | 5th |
13th | 19 | 20 | 5th |
14th | 20 | 21 | 6th |
15th | 21 | 23 | 6th |
16th | 22 | 24 | 6th |
17th | 23 | 26 | 7th |
18th | 24 | 27 | 7th |
19th | 25 | 29 | 7th |
20th | 26 | 30 | 7th |
Command Droid
Mechanist Technique: 15th level
You can reprogram a droid and bring it under your control. As an action, you can touch one droid that you can see that is the target of your Ranger's Quarry. That creature must make a Intelligence saving throw against your tech save DC. If it succeeds, you can't use this feature on it again for 24 hours. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent droids are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Mechanist Technique (Companion)
Some scouts are peerless inventors, skilled at working with droids and other forms of technology. Followers of the Mechanist Technique utilize the assistance of a tracker droid companion to make up for the weakness of organics with the strength and purity of their creations.
Bonus Proficiencies
Mechanist Technique: 3rd level
You gain proficiency in astrotech’s implements.
Improved Techcasting
Mechanist Technique: 3rd level
Your command of techcasting improves.
Improved Tech Powers Known
You know 7 tech powers of your choice, instead of 5, and you learn more at higher levels, as shown in the Tech Powers Known column of the Mechanist Technique Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
Improved Tech Points
You have a number of tech points equal to one and a half times your scout level, instead of your scout level, as shown in the Tech Points column of the Mechanist Technique Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
Improved Max Power Level
Your Max Power Level becomes 2nd, instead of 1st, and it increases at higher levels, as shown in the Mechanist Technique Techcasting table.
You may only cast tech powers at 5th, 6th, and 7th-level once, instead of 4th and 5th. You regain the ability to do so after a long rest.
Tracker Droid Companion
Mechanist Technique: 3rd, 5th, 9th, 11th, 13th, and 17th level
You learn to employ all the knowledge you've accumulated to create and customize your own tracker droid companion.
Create your tracker droid companion as detailed in the Companions section of the Customization Options document for Expanded Content. You must have astrotech's implements in order to create your droid.
In addition to its traits and features, your tracker droid companion gains an additional benefit while it is bonded to you:
- Your tracker droid gains two additional traits. It
gains one more additional trait when you reach 11th level in this class. For each droid trait in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of droid traits equal to half your Intelligence modifier (minimum of one).
Lastly, while your tracker droid companion is bonded and within 10 feet of you, you can use your action to learn the location of any droid or construct, tech focus, tech power or enhanced item within 60 feet of you or your tracker droid that isn't behind total cover. When you sense a tech power in this way, you learn what the power is. At 11th level, your tracker droid companion must be within 30 feet of you or your target to benefit from this feature. At 17th level, your tracker droid companion must be within 60 feet. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
Mark of the Mechanist
Mechanist Technique: 7th level
As a bonus action, you can cause the target of your Ranger's Quarry to emit an ion pulse, as long as the target is within 60 feet of you. The target, and any creatures within 5 feet of it, must make a Constitution saving throw against your tech save DC. On a failed save, roll your Ranger's Quarry die; each creature takes ion damage equal to the amount rolled.
Mechanist Techcasting
Level | Tech Powers Known |
Tech Points |
Max Power Level |
---|---|---|---|
3rd | 7 | 5 | 2nd |
4th | 8 | 6 | 2nd |
5th | 9 | 8 | 2nd |
6th | 11 | 9 | 3rd |
7th | 12 | 11 | 3rd |
8th | 13 | 12 | 3rd |
9th | 15 | 14 | 4th |
10th | 16 | 15 | 4th |
11th | 17 | 17 | 5th |
12th | 18 | 18 | 5th |
13th | 19 | 20 | 5th |
14th | 20 | 21 | 6th |
15th | 21 | 23 | 6th |
16th | 22 | 24 | 6th |
17th | 23 | 26 | 7th |
18th | 24 | 27 | 7th |
19th | 25 | 29 | 7th |
20th | 26 | 30 | 7th |
High Voltage
Mechanist Technique: 11th level
You are used to working with electronics and have learned to increase their potency, while becoming inured to their dangers. You gain resistance to ion and lightning damage.
Additionally, whenever you deal ion damage to a creature, you can spend a tech point to force the creature to make a Constitution saving throw. On a failed save, it is stunned until the end of your next turn.
Command Droid
Mechanist Technique: 15th level
You can reprogram a droid and bring it under your control. As an action, you can touch one droid that you can see that is the target of your Ranger's Quarry. That creature must make a Intelligence saving throw against your tech save DC. If it succeeds, you can't use this feature on it again for 24 hours. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent droids are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Predator Technique
Some scouts work in solitude, while others prefer the strength of a group. Followers of the Predator Technique find power lies with the pack; they distract their prey, while their allies go for the kill.
Bonus Proficiencies
Predator Technique: 3rd level
You gain proficiency in heavy armor.
Hunting Party
Predator Technique: 3rd, 5th, 9th, 13th, and 17th level
When you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses of it when you finish a long rest.
Mark of the Predator
Predator Technique: 3rd level
If the target of your Ranger's Quarry feature can see you, a number of friendly creatures you choose up to your Intelligence modifier have advantage on Dexterity (Stealth) checks made to hide from it.
Predator's Resolve
Predator Technique: 7th level
You can use your action to gain the following benefits for 1 minute:
- You have advantage on Constitution saving throws.
- At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum of one).
- When you use your Hunting Party feature and the target of the attack is your Ranger's Quarry, your ally gains a bonus to damage on the attack equal to your Ranger's Quarry Damage Die.
Once you've used this feature, you can't use it again until you finish a short or long rest.
Prey on the Weak
Predator Technique: 11th level
When you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.
On the Hunt
Predator Technique: 15th level
When you use your Predator's Resolve feature, a number of friendly creatures you choose up to your Intelligence modifier that you can see within 30 feet of you also gain the benefits of the feature.
Teleportation Technique
Whether through experimentation or discovery of
an ancient technology, followers of the
Teleportation Technique have learned to create
brief teleportation portals, allowing them to
maneuver and attack both quickly and
unpredictably throughout the battlefield.
Bonus Proficiencies
Teleportation Technique: 3rd level
You gain proficiency in tinker's implements.
Personal Teleporter
Teleportation Technique: 3rd, 5th, 9th, 13th, 17th, and 20th level
You can use portable teleporters as a bonus action, instead of an action.
Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your a tech save DC. On a failed save, it takes energy damage equal to your scout level + your Intelligence modifier. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required). The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.
Mark of the Teleporter
Teleportation Technique: 3rd level
On your turn, when you deal damage to the target of your Ranger's Quarry, and either you, your weapon, or the source of your damage have passed through your portals on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your Intelligence modifier (minimum of one) in this way.
Residual Warp
Teleportation Technique: 7th level
When you use your Personal Teleporter feature, you can place your portal in a place you've visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.
Quantum Entanglement
Teleportation Technique: 11th level
When you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter's range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature instead falls prone without moving.
Reprisal
Teleportation Technique: 15th level
When you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.
Once you've used this feature, you must complete a short or long rest before you can use it again.
Triage Technique
With every conflict comes death and destruction. Followers of the Triage Technique excel at keeping their comrades in the fight with quick thinking and fast-acting medicine.
Triage Training
Triage Technique: 3rd level
You gain proficiency in the Medicine skill.
Additionally, when you would use your action to make an ability check to stabilize a creature, expend a use of a traumakit, or use a medpac, you can instead use your bonus action.
Mark of Triage
Triage Technique: 3rd level
You learn new ways to use your Ranger's Quarry.
- While a hostile creature is the target of your Ranger's Quarry, you always know any conditions it is suffering from, and you know at roughly what percentage its current hit points is relative to its maximum. Additionally, if the target is within 60 feet of you, when it is forced to make a Constitution saving throw, you can use your reaction to force it to make the roll with disadvantage. Once you've used this feature, you must complete a short or long rest before you can use it again.
- While a friendly creature is the target of your Ranger's Quarry, you have advantage on Wisdom (Medicine) checks made to stabilize it. Additionally, if the target is within 60 feet of you, you can use your bonus action and roll your Ranger's Quarry and either restore hit points equal to the amount rolled, or grant temporary hit points equal to the amount rolled. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
Double Dose
Triage Technique: 7th, 9th, 13th, and 17th level
Your application of medicine does not interfere with your own ability to recover from injuries. When you restore hit points or grant temporary hit points to another creature with a tech power or class feature, you recover the same amount of hit points or gain the same number of temporary hit points.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
Experimental Infusion
Triage Technique: 11th level
When you target a creature with your Ranger's Quarry, you can grant one of the following additional effects of your choice:
- Adrenaline/Tranquilizer. The creature's movement speed is doubled until the end of its next turn. Alternatively, it gains a level of slowed until the end of its next turn.
- Focus/Dizziness. The creature has either advantage or disadvantage (your choice) on the first ability check, attack roll, or saving throw it makes within the next minute.
- Toughen/Weaken. The creature gains temporary hit points equal to your scout level, which last for 1 minute. Alternatively, the creature must make a Constitution saving throw against your tech save DC. On a failure, it takes psychic damage equal to your scout level and it can't regain hit points until the start of your next turn.
You can use each feature once. You regain any expended uses when you complete a short or long rest.
Cure-All
Triage Technique: 15th level
Your healing becomes even more potent. When you restore hit points or grant temporary hit points to a creature as a bonus action using your Mark of Triage feature, you can also end one of the following conditions afflicting it: blinded, deafened, diseased, paralyzed, or poisoned.
Path of Communion
Those who master the Force can transcend death, persisting beyond their natural experation. Those sentinels who follow the Path of Communion bond with a Force ghost, developing a symbiotic relationship which alters the way they perceive their surroundings.
Mystical Connection
Path of Communion: 3rd level
You learn the feedback force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use the Double Strike Force-Empowered Self option when you cast it as your action and the target fails its saving throw. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn't already include that modifier.
Symbiot Spirit
Path of Communion: 3rd, 5th, 9th, 13th, and 17th level
You attract the attention of the spirit of a Force ghost. Over the course of one hour, you can attune to the spirit, forging a lasting connection. While attuned to a spirit, you gain the following benefits:
- Your spirit is always audible and visible to you. Your spirit can choose to make itself audible and visible or inaudible and invisible to other creatures (no action required), but it is always visible to beings with truesight.
- Your spirit can not interact with the corporeal world, but it is also not impeded by unenhanced walls or barriers.
- Your spirit acts independently of you, and it only obeys your commands if it chooses to. In combat, it rolls its own initiative and acts on its own turn. Your spirit can't attack, but it can take other actions as normal.
- While your spirit is within 100 feet of you, you can telepathically communicate with it. Additionally, as an action, you can see through your spirit's vision and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
- When you cast a force power with a range of touch, your spirit can deliver the power as if it had cast it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
You can only attune to one spirit at a time. If you attempt to attune to another spirit, you immediately break the bond with your current spirit.
Generating Your Spirit
Your spirit might be the ghost of a benevolent Jedi, discovered in the ruins of a Jedi temple, or a powerful Sith spirit lingering in an ancient artifact. It might be the spirit of a Nightsister sorceress, or a paragon of a long-forgotten monastic order. Work with your GM to determine the nature of your spirit.
Additionally, your spirit can briefly interact with the physical world. When you would make a melee attack, your spirit can deliver the attack as if it had made it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the attack. It uses your modifiers for the attack and damage rolls. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.
Invasive Presence
Path of Communion: 7th level
Your spirit can invade another creature's being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.
Once you've used this feature, you must complete a long rest before you can use it again.
Ethereal Vision
Path of Communion: 13th level
You and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.
Additionally, when you use your action to see through your spirit's senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.
Assuming Direct Control
Path of Communion: 18th level
When a creature fails its saving throw against your Invasive Presence feature, the target becomes charmed by you for as long as Invasive Presence is active.
While the target is charmed, you and your spirit have a telepathic link with it as long as you are within 100 feet of it. You and your spirit can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Path of the Corsair
There may come a time when a sentinel finds themselves stranded, hunted, or in any situation where they must hide their nature as a force wielder. Those sentinels who follow the Path of the Corsair make use of alternative weaponry not commonly associated with force-wielders to great effect.
Bonus Proficiencies
Path of the Corsair: 3rd level
You gain proficiency with demolitions kits and three blasters of your choice.
Corsair Munitions
Path of the Corsair: 3rd level
You can throw grenades and set mines with your bonus action, instead of your action. Additionally, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range. Lastly, when determining the save DC of a charge, grenade, mine, missile, or rocket you control, you can use your universal force save DC, if it would be higher than the item's DC.
Force-Empowered Detonators
Path of the Corsair: 3rd, 5th, 9th, 13th, and 17th
level
You learn to create a number of small but potent grenades. Over the course of a short or long rest, you can create two grenades. You must have a demolitions kit in order to create these grenades. Your grenades can only be used by you, and they lose their potency at the end of your next short or long rest.
Your grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw one of these grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 5 feet must make a Dexterity, Constitution, or Wisdom saving throw (your choice when you generate the grenade) against your universal force save DC. A creature takes damage using your Kinetic Combat die + your Wisdom or Charisma modifier (your choice) on a failed save, or half as much on a successful one. The damage is force for Dexterity, necrotic for Constitution, or psychic for Wisdom.
You can make additional grenades at higher level: three at 5th level, four at 9th level, five at 13th level, and six at 17th level.
Remote Start
Path of the Corsair: 7th level
You learn to easily detonate primed explosives. As a bonus action on your turn, you can detonate a primed explosive you can see within 60 feet. Alternatively, if you take the Attack action on your turn and you are wielding a blaster weapon with which you are proficient, you can choose to shoot the explosive rather than use your bonus action to detonate it as long as you wouldn't have disadvantage on the attack roll.
When you do so, the explosive immediately detonates, and you have advantage on the damage roll you make with that explosive.
Energized Kinetics
Path of the Corsair: 13th level
Once per turn, when you deal damage with a Force-Empowered Detonator or your Double Strike feature, you can deal additional damage using your Kinetic Combat die. The damage type is force, lightning, necrotic, or psychic (your choice).
Disorienting Detonations
Path of the Corsair: 18th level
When a creature fails the saving throw against a Force-Empowered Detonator, you can spend 2 force points to subject it to one of the following conditions until the end of your next turn: blinded, deafened, ignited (1d12), shocked, or slowed.
Path of Ethereality
In the distant reaches of the galaxy obscure knowledge and forgotten secrets of the Force can sometimes be found. While other Force-sensitive may find themselves touched by this secret knowledge of the Force, those sentinels who follow the Path of Ethereality instead find themselves grabbed. Held onto by mysterious aspects of the Force that refuse to let go, these sentinels find themselves able to manipulate the universe around them.
Aberrant Resilience
Path of Ethereality: 3rd level
You learn the resistance force power, which does not count against your total powers known. Additionally, this power no longer requires concentration for you when you target yourself with it.
Force-Empowered Kinesis
Path of Ethereality: 3rd level
Your connection to the Force allows you to briefly become incorporeal. When you use a Force-Empowered Self option, until the end of your turn, you can move through other creatures and objects as if they are difficult terrain. If you end this movement inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take true damage equal to twice the number of feet you are moved.
Out of Touch
Path of Ethereality: 7th level
As an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This effect ends early if you are incapacitated or die. Once you've used this feature, you must complete a short or long rest before you can use it again.
Event Cascade
Path of Ethereality: 13th level
You have advantage on attack rolls you make against creatures if you haven't dealt damage to them or affected them with a force power since the start of your previous turn.
Aberrant Self
Path of Ethereality: 18th level
You no longer suffer the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, you no longer need food or water, and you no longer need to sleep. Lastly, the first time you take damage on each of your turns, you can roll your Kinetic Combat die and reduce the damage by that amount.
Path of Iron
Many sentinels choose to focus on a discipline that demands physical strength, reflexes, and fortitude. Those sentinels who follow the Path of Iron train their bodies to their physical peak, able to withstand nigh intolerable punishment and bolster their physical combat capabilities.
Form Combat Training
Path of Iron: 3rd level
You learn one lightsaber form, as detailed in the Customization Options document for Expanded Content.
Additionally, you gain proficiency in all martial light- and vibro- weapons.
Physical Conditioning
Path of Iron: 3rd level
You've undergone special training, increasing your physical capabilities. You gain the following benefits:
- You gain proficiency in medium armor. If you are already proficient in medium armor, you then gain proficiency in heavy armor. While you are wearing light or medium armor, you can use your Wisdom or Charisma modifier (your choice) instead of your Dexterity modifier when determining your AC.
- Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
Enhanced Force-Empowered Self
Path of Iron: 7th level
Through intense physical training, you've improved your body's ability to access and channel the force flowing within you.
When you would use a Force-Empowered Self option, you can choose to bolster the option, gaining an additional effect as listed below. You can only bolster a Force-Empowered Self option once per turn.
You can use these features a combined three times. You gain an additional use at 9th, 13th, and 17th level. You regain any expended uses when you finish a short or long rest.
While you have no remaining uses of this feature, you can instead expend 1 force point to use it.
Aegis
When you bolster Deflection, when an attack would hit you before the start of your next turn, you subtract the same value rolled for Deflection from the damage taken.
Cleave
When you bolster Double Strike, you choose another creature within 5 feet of your target. They take damage of the same type equal to the result of the die rolled for Double Strike.
Momentum
When you bolster Slow Time, until the end of your turn you ignore difficult terrain, and can move along vertical surfaces and across liquids without falling during the move.
Follow Through
Path of Iron: 13th level
When you take the Attack action on your turn, you can spend 2 force points and forgo one of your attacks to cast an at-will force power which requires you to make a melee weapon attack.
Kinetic Mastery
Path of Iron: 18th level
Choose a lightsaber form you know. Once on each of your turns, you can use the chosen form without using your bonus action.
You can do so six times. You regain all expended uses when you complete a long rest.
While you have no remaining uses of this feature, you can instead expend 1 force point to use it.
Path of Meditation
Throughout the Force, there is both symphonic harmony, and discordant chaos. Those sentinels who follow the Path of Meditation embody these concepts, empowering their allies and hindering their enemies through the use of the ancient Force technique of battle meditation.
Sage Counsel
Path of Meditation: 3rd level
You learn the guidance force power, which does not count against your total powers known. Additionally, this power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12).
Force-Empowered Allies
Path of Meditation: 3rd level
While you are concentrating on a power that benefits a friendly creature other than you, you gain new ways to utilize your Force-Empowered Self features. Each option costs 1 force point, and you can only target a creature that is benefiting from a power you cast.
Deflection
When an ally is hit with an attack roll, you can use your reaction and roll a Kinetic Combat die to add it to your ally's AC, potentially causing the attack to miss.
Double Strike
When an ally hits with an attack roll, you can use your reaction and roll a Kinetic Combat die to deal additional damage of the same type as the attack.
Slow Time
When an ally moves on their turn, you can use your reaction and roll a Kinetic Combat die to increase their speed by 5 x the amount rolled until the end of the turn.
Unbreakable Focus
Path of Meditation: 7th level
Once per long rest, you can cast the battle meditation force power at its base level without expending force points. While concentrating on battle meditation, at the start of each of your turns, the power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12).
Additionally, whenever you make a Constitution saving throw to maintain concentration on a force power, you can treat a d20 roll of 9 or lower as a 10.
Turbulent Presence
Path of Meditation: 13th level
Once per long rest, you can cast the improved battle meditation force power at its base level without expending force points. While concentrating on improved battle meditation, at the start of each of your turns, the power's die increases by one step (from d6 to d8, d8 to d10, or d10 to d12).
Additionally, once per round, when a creature rolls a bonus or penalty die from an effect you control, you can have them roll the die with advantage or disadvantage (your choice).
Legendary Battle Meditation
Path of Meditation: 18th level
Once per long rest, you can cast the master battle meditation force power without expending force points. While concentrating on master battle meditation, at the start of each of your turns, the power's die increases by one step (from d8 to d10, or d10 to d12).
Additionally, you gain a second reaction each round that you can only use for your Force-Empowered Allies feature. You can only take one reaction per turn.
Path of Synthesis
There is power in diversity 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.
Techcasting Secrets
Path of Synthesis: 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 table.
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 of no higher than the level determined by this feature.
Synthetic Understanding
Path of Synthesis: 3rd level
You've applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.
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.
Finally, when you deal damage with a tech power or your Double Strike Force Empowered Self option, you can choose to substitute the damage dealt as ion.
Force-Empowered Tech
Path of Synthesis: 7th, 9th, 13th, and 17th 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.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you finish a short or long rest.
Disruption Pulse
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.
Forced Override
When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).
Techcasting Insight
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.
Improved Force-Empowered Tech
Path of Synthesis: 13th level
You've gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.
Harmonic Synthesis
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.
Conservation of Energy
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).
Reflective Shield
Path of Synthesis: 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.
Path of Tenacity
The tenacious are ever mindful that the Force ebbs and flows, and uses this knowledge to great advantage. Those sentinels who follow the Path of Tenacity use their connection to the Force to draw the opposition's attention while also warding off their attacks, serving as an effective bulwark against even the most implacable of foes.
Protector
Path of Tenacity: 3rd level
You learn the saber ward force power, which does not count against your total powers known. Additionally, when you cast it, you can spend 2 force points to extend the benefits to creatures of your choice within 5 feet of you while the power is active. The creatures immediately lose this benefit if they move more than 5 feet away from you.
Kinetic Ward
Path of Tenacity: 3rd level
You can use your reaction to deflect a strike when you are dealt damage by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sentinel level.
If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If saber ward is active, you have advantage on the attack roll.
Kinetic Bulwark
Path of Tenacity: 7th level
You can extend your Kinetic Ward to a creature within 5 feet of you when they are hit by a melee weapon attack. If this damage is not reduced to 0, the warded creature takes any remaining damage.
Indomitable
Path of Tenacity: 13th level
The Force flowing through you makes it harder for movement to be forced upon you. You have advantage on ability checks and saving throws to avoid being grappled or moved. If you fail the saving throw or ability check, you can spend 1 force point to reroll one of the dice once. You must use the new roll.
Additionally, if allies within 5 feet of you are gaining the benefit of your saber ward force power, they also gain the benefit of this feature.
Kinetic Bastion
Path of Tenacity: 18th level
You can protect allies even further from you. When a creature within 30 feet of you is hit by a melee weapon attack, you can use your reaction to teleport to them and extend your Kinetic Ward. If this damage is not reduced to 0, the warded creature takes any remaining damage.
You can use this feature six times. You regain all expended uses when you finish a long rest.
Path of Witchcraft
The Force connects all living things. Those sentinels who follow the Path of Witchcraft use that connection to summon the aid of nature, both spirits and the elements, adapting them to their will.
Wild Power
Path of Witchcraft: 3rd level
You learn the enfeeble force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use the Double Strike Force-Empowered Self option when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.
Ichor Conjuring
Path of Witchcraft: 3rd and 11th level
You learn to call on the spirits of beasts and grant them ichorous form. Once on each of your turns, when you cast a force power and deal necrotic damage to a creature, you can conjure a familiar within 5 feet of it (no action required). The familiar takes the form of a humanoid or beast made of green, glowing smoke, and it lasts for 1 minute, until you dismiss it as a bonus action, until you manifest another spirit, or until you're incapacitated or die.
Your familiar has an AC equal to your universal force save DC, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you regardless of its appearance, and it occupies its own space. On your turn, you can mentally command the familiar to move up to 30 feet in any direction (no action required). If your familiar is ever more than 30 feet from you at the end of your turn, it is destroyed. While you have a familiar, you gain the following benefits:
- As a bonus action, you can use your magicks to teleport, swapping places with your familiar at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the familiar's space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your familiar moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the familiar's space.
Starting at 11th level, you can summon your
familiar when you deal damage with any force
power, instead of just necrotic. Additionally,
you can summon your familiar when you use
a Force-Empowered Self option on your turn.
Nature's Vigor
Path of Witchcraft: 7th level
You've learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:
- You ignore difficult terrain caused by nature.
- You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
- You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM's discretion (no action required).
Once you've used this feature, you must complete a short or long rest before you can use it again.
Waters of Life
Path of Witchcraft: 13th and 17th level
You've learned to absorb the fleeting magicks of your familiar. When your familiar is destroyed by taking damage, you can choose to grant temporary hit points equal to 2d8 + your Wisdom or Charisma modifier (your choice) to one friendly creature of your choice you can see within 30 feet.
You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you finish a long rest.
Stormcaller
Path of Witchcraft: 18th level
You've learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:
- You gain a flying speed equal to your walking speed.
- You have resistance to energy, lightning, and necrotic damage.
- Whenever a hostile creature enters this radius for the first time on a turn or starts its turn there, it takes 10 lightning damage.
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.
Path of Witchcraft (Companion)
The Force connects all living things. Those sentinels who follow the Path of Witchcraft use that connection to summon the aid of nature, both beasts and the elements, adapting them to their will.
Bonus Proficiencies
Path of Witchcraft: 3rd level
You gain proficiency in Animal Handling.
Wild Power
Path of Witchcraft: 3rd level
You learn the enfeeble force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use the Double Strike Force-Empowered Self option when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.
Beast Companion
Path of Witchcraft: 3rd, 11th, and 17th level
You learn to create a powerful bond through the Force with your own beast companion.
Create your beast companion as detailed in the Companions section of the Customization Options document for Expanded Content.
In addition to its traits and features, your beast companion gains an additional benefit while it is bonded to you:
- Your beast gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each beast trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
Lastly, while bonded and within 10 feet of you, your beast companion gains the following benefits:
- When you use a Force-Empowered Self option to increase your speed or armor class, you can instead grant this bonus to your beast companion.
- You and your beast companion can communicate telepathically, though your beast companion can only communicate in and understand simple concepts.
This radius increases to 30 feet at 11th level, and 60 feet at 17th level.
Nature's Vigor
Path of Witchcraft: 7th level
You've learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:
- You ignore difficult terrain caused by nature.
- You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
- You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM's discretion (no action required).
Once you've used this feature, you must complete a short or long rest before you can use it again.
Beastwarden
Path of Witchcraft: 13th and 17th level
Your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 30 feet of you:
- When you cast a force power that targets only yourself, and your beast companion is within range, you can also target your beast companion with that power.
- If you or your beast have darkvision and the other doesn't, the other gains it with the same radius. If you both have darkvision, you both use the larger radius of the two, which then increases by 30 feet.
- If you or your beast have advantage on Perception checks and the other doesn't, the other gains advantage on Perception checks. If you both have advantage on Perception checks, when either of you makes a Perception check with advantage, you can reroll one of the dice once.
This radius increases to 60 feet at 17th level.
Stormcaller
Path of Witchcraft: 18th level
You've learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:
- You gain a flying speed equal to your walking speed.
- You have resistance to energy, lightning, and necrotic damage.
- Whenever a hostile creature enters this radius for the first time on a turn or starts its turn there, it takes 10 lightning damage.
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.