___
___
> ## Sith Crusader
>Medium humanoid, lawful dark
> ___
> - **Armor Class** 18 (fiber armor, +1 two-weapon mastery, 20 with knight speed)
> - **Hit Points** 213 (25d8 + 100)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|20 (+5)|18 (+4)|16 (+3)|20 (+5)|20 (+5)
>___
> - **Saving Throws** Dex +12, Con +11, Wis +12, Cha +12
> - **Skills** Acrobatics +12, Athletics +11, Insight +12, Intimidation +12, Perception +12, Stealth +12
> - **Damage Resistances** kinetic and energy damage from unenhanced attacks
> - **Condition Immunities** frightened
> - **Senses** passive perception 22
> - **Languages** Binary, Galactic Basic, Huttese, Mando’a, Selkath, Shyriiwook, Sith
> - **Challenge** 22 (41,000 XP)
> ___
> ***Forcecasting.*** The Sith Crusader is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The Sith Crusader knows the following force powers:
At-will: *affect mind, denounce, force push/pull, saber reflect, saber ward*
1st-level: *force body, force jump, hex, phasestrike, wound*
2nd-level: *darkness, force throw, mind spike, phasewalk*
3rd-level: *choke, force lightning, force suppression, knight speed, sever force*
4th-level: *dominate beast, force immunity, shocking shield*
5th-level: *improved phasestrike, improved phasewalk, telekinesis*
6th-level: *crush, force chain lightning, improved force immunity*
7th-level: *force lightning cone, ruin*
8th-level: *death field, master force immunity*
9th-level: *force storm, master feedback*
>
> ***Force-enhanced Strikes.*** The Sith Cusader deals an additional 2d8 when it hits with a weapon attack (already included).
>
> ***Force Resistance.*** The Sith Crusader has advantage on saving throws against force powers.
>
> ***Legendary Resistance (3/Day).*** If the Sith Crusader fails a saving throw, it can choose to succeed instead.
>
> ***Two-Weapon Fighting.*** The Sith Crusader can add it's ability modifier to the damage of it's two-weapon fighting attack.
>
> ***Two-Weapon Mastery.*** When the Sith Crusader engages in two-weapon fighting, it can choose to forgo it's proficiency bonus. If it does so, it can make an additional two-weapon fighting attack, also without it's proficiency bonus.
>
> ***War Caster.*** The Sith Crusader has advantage on concentration checks to maintain powers. Additionally, when a creature provokes an attack of opportunity, the Sith Crusader can cast a power instead of making an attack, as long as the power has a casting time of one action and only targets that creature.
>___
> ### Actions
> ***Multiattack.*** The Sith Crusader makes two lightsaber attacks an can choose to make one lightsaber attack or two offhand lightsaber attacks, or it casts a force power and makes an attack.
>
> ***Lightsaber.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 17 (3d8+4) energy damage.
>
>***Off-hand Lightsaber.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d8+4) energy damage.
>___
> ### Legendary Actions
>The Sith Crusader can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Sith Crusader regains spent legendary actions at the start of its turn.
>
> **At-Will Power.** The Sith Crusader casts an at will power.
>
>**Attack.** The Sith Crusader makes a melee attack.
>
> **Forcecasting (1 legendary action per power level).** The Sith Crusader can cast a force power by spending a number of legendary actions equal to the power level.
>
> **The Heart of the Force (Costs 3 Actions).** Roll 3d6. The Sith Crusader regains force points equal to the number rolled.
\pagebreak
___
___
> ## Prodigal Knight
>Medium humanoid, neutral light
> ___
> - **Armor Class** 18 (fiber armor, +1 two-weapon mastery, 20 with knight speed)
> - **Hit Points** 255 (30d8 + 100)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|20 (+5)|18 (+4)|16 (+3)|20 (+5)|20 (+5)
>___
> - **Saving Throws** Dex +12, Con +11, Wis +12, Cha +12
> - **Skills** Acrobatics +12, Athletics +11, Insight +12, Intimidation +12, Perception +12, Stealth +12
> - **Damage Resistances** kinetic and energy damage from unenhanced attacks
> - **Condition Immunities** frightened
> - **Senses** passive perception 22
> - **Languages** Binary, Galactic Basic, Huttese, Mando’a, Selkath, Shyriiwook, Sith
> - **Challenge** 21 (30,000 XP)
> ___
> ***Forcecasting.*** The Prodigal Knight is an 20th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The Prodigal Knight knows the following force powers:
At-will: *affect mind, force push/pull, guidance, saber reflect, saber ward, spare the dying*
1st-level: *force body, force jump, heal, phasestrike, project*
2nd-level: *force throw, phasewalk, restoration, stun*
3rd-level: *beacon of hope, force suppression, knight speed, sever force, telekinetic storm*
4th-level: *heroism, disable droid, force immunity*
5th-level: *improved heal, improved phasestrike, improved phasewalk, telekinesis*
6th-level: *improved force immunity, telekinetic burst, wall of light*
7th-level: *improved revitalize, whirlwind*
8th-level: *master force immunity, telekinetic wave*
9th-level: *master heal, precognition*
>
> ***Force-enhanced Strikes.*** The Prodigal Knight deals an additional 2d8 when it hits with a weapon attack (already included).
>
> ***Force Resistance.*** The Prodigal Knight has advantage on saving throws against force powers.
>
> ***Legendary Resistance (3/Day).*** If the Prodigal Knight fails a saving throw, it can choose to succeed instead.
>
> ***Two-Weapon Fighting.*** The Prodigal Knight can add it's ability modifier to the damage of it's two-weapon fighting attack.
>
>***Two-Weapon Mastery.*** When the Prodigal Knight engages in two-weapon fighting, it can choose to forgo it's proficiency bonus. If it does so, it can make an additional two-weapon fighting attack, also without it's proficiency bonus.
>
> ***War Caster.*** The Prodigal Knight has advantage on concentration checks to maintain powers. Additionally, when a creature provokes an attack of opportunity, the Prodigal Knight can cast a power instead of making an attack, as long as the power has a casting time of one action and only targets that creature.
>___
> ### Actions
> ***Multiattack.*** The Prodigal Knight makes two lightsaber attacks an can choose to make one lightsaber attack or two offhand lightsaber attacks, or it casts a force power and makes an attack.
>
> ***Lightsaber.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 17 (3d8+4) energy damage.
>
>***Off-hand Lightsaber.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d8+4) energy damage.
>___
> ### Legendary Actions
>The Prodigal Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Prodigal Knight regains spent legendary actions at the start of its turn.
>
> **At-Will Power.** The Prodigal Knight casts an at will power.
>
>**Attack.** The Prodigal Knight makes a melee attack.
>
> **Forcecasting (1 legendary action per power level).** The Prodigal Knight can cast a force power by spending a number of legendary actions equal to the power level.
>
> **The Heart of the Force (Costs 3 Actions).** Roll 3d6. The Prodigal Knight regains force points equal to the number rolled.