Workspace 27 - Humanoid Companion Archetypes

by Star Wars 5e

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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

You gain proficiency in your choice of Intimidation or Persuasion.

Humanoid Companion

When you choose this tradition at 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.

If your companion dies, or you want to bond with a different one, 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 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

At 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 Wisdom or Charisma
modifier (your choice, a minimum of once).
You regain all expended uses when you
finish a long rest.

You Have That Power Too

Beginning at 10th level, the bond between you and your companion has strengthened. When your companion is within 30 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

At 14th 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

Starting at 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.

Vonil/Ishu Form

Vonil/Ishu Form, also known as Unity Form, focuses on fighting in tandem with a partner. Those guardians who focus on Vonil/Ishu Form utilize teamwork to move swiftly, strike quickly, and protect each other.

Bonus Proficiencies

You gain proficiency in your choice of Intimidation or Persuasion.

Form Basics

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Vonil/Ishu 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. You can't take a lightsaber form option more than once, even if you later get to choose again.

Humanoid Companion

Also at 3rd 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.

If your companion dies, or you want to bond with a different one, 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 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.

The Way of the Hydra

Lastly at 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

Starting at 7th level, you gain one of the following Channel the Force options. Choose Relentless for Vonil or Punishing 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 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

, you gain one of the following features. Choose Relentless for Vonil or Punishing for Ishu.

Synchronicity

By 15th level, you gain one of the following features. Choose Relentless for Vonil or Punishing for Ishu.

Master of Unity

At 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:

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.

Apprentice

At 3rd level, you take on a

Lastly, while your apprentice is within 10 feet of you, when you cast a force power with a range of 5 feet or greater, you can cast it as if you were in your apprentice'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.

Teamwork

At 7th level, you gain one of the following features. Choose Takedown for Vonil or Ishu My Rebuttal for Ishu.

Takedown

Once on your turn, when you deal damage to an enemy, you can mark them for takedown until the beginning of your next turn. Your apprentice has advantage on the next weapon attack they would make against this marked target.

Expend a use of CTF to smite

Ishu My Rebuttal

When you are within 5 feet of your apprentice and an enemy that is attacking you, your apprentice can use their reaction to make one melee weapon attack against that enemy even if it is not within their weapon's reach.

Synchronicity

Starting at 15th level, you gain one of the following features. Choose You Hold, I'll Punch for Vonil or Don't See The Ishu Here for Ishu.

You Hold, I'll Punch

You can order your apprentice to distract a target on their next turn (no action required). Your apprentice can then use the Help action as a bonus action to grant advantage to the next two attacks you make against their chosen target.

Don't See The Ishu Here

When either you or your apprentice sees the other hit an enemy with a melee weapon attack, the one seeing it can gain temporary hit points equal to 2x your guardian level until the end of their next turn (no action required).

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

Master of Unity

At 20th level, you and your apprentice are a paragons of harmony. Your Strength or Dexterity (your choice) and Constitution scores increase by 2. Your maximum for those scores increases by 2. Your apprentice also gets these increases. Additionally, you can use your action to gain the following benefits for 1 minute:

  • You and your apprentice have resistance to kinetic and energy damage.
  • You and your apprentice cannot be unwillingly forced to move apart from each other.
  • You and your apprentice both see and hear what the other sees and hears.

Vonil/Ishu Form

Select a target within 10 feet of you. Until the start of your next turn, the next time the target would deal damage to a friendly creature, subtract 1d6 from the damage dealt, and the next time the target would be dealt damage by a friendly creature, add 1d6 to the damage dealt.

Channel the Force

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose The Crossing of the Bridge for Vonil or Take Ishu With That for Ishu.

The Crossing of the Bridge

When you deal damage to an enemy, and your apprentice is within their movement speed of this enemy, you can expend a use of your Channel the Force (no action required) to call your apprentice to your side. Your apprentice immediately uses their reaction and moves without provoking opportunity attacks to a space within 5 feet of the same enemy and makes one weapon attack against it.

Take Ishu With That

When an enemy makes a weapon attack against your apprentice, and your apprentice is within your movement speed, you can expend a use of your Channel the Force and use your reaction to rush to your apprentice's side. You immediately move without provoking opportunity attacks to a space within 5 feet of your apprentice, swap places with them, and become the new target of the enemy's weapon attack.

Lightsaber Forms

Certain class features, Formfighting Style, or Formfighting Mastery, offer your choice of lightsaber forms. You can't take a lightsaber form option more than once, even if you later get to choose again.

In addition to the forms presented in the Player's Handbook, you may choose your lightsaber forms from the following options or roll on the table below to determine them randomly.

d12 Lightsaber Form
1 Ataru
2 Jar'Kai
3 Juyo/Vapaad
4 Makashi
5 Niman
6 Shien/Djem So
d12 Lightsaber Form
7 Shii-Cho
8 Soresu
9 Sokan
10 Trakata
11 Vonil/Ishu
12 Ysannanite

Each known form can be adopted on your turn by using your bonus action.

Vonil/Ishu Form

If you took the Attack action before adopting this form, you can direct one of your companions to strike a creature you hit with an attack. Choose a friendly creature within 5 feet of the creature you hit with an attack that can see or hear you. That creature can immediately use its reaction to make one weapon attack against the same creature you hit with an attack.

If you did not take the Attack action before adopting this form, and there is a friendly creature within 15 feet of you, you can move up to 10 feet. You must end this movement within 5 feet of the friendly creature.


If you took the Attack action before adopting this form, you can direct one ally within 5 feet of a creature you attacked

As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.