Foreword
As I hastily write this, it has been exactly a year since I published my first Star Wars 5e document, Imperial Forces, which has since continued to expand with minor updates and additions alongside my other releases. With thousands of views and the occasional unexpected kindness of praise letters in my inbox, it feels almost strange to say that this has been one of my favorite accomplishments in my life.
I have deeply enjoyed creating within this vast microcosm, which I (seem to) reliably understand and recognize new avenues to explore. My hesitations have been met with encouragement, and my enthusiasm mirrored in kind. The journey has been a playful and exciting challenge alongside the campaign I've written and been running, and the criticism on my releases genuinely constructive towards building better content.
I cannot properly express my gratitude in sharing with all of you this phenomenal tool for telling stories in a galaxy far, far away. It has been an incredible joy, and even when I realized I had ideas for a couple subclasses but felt those old hesitations rise up again, I was met with support and encouragement that pressed me to get everything onto the page. A dozen subclasses and a wave of positive reinforcement later, and I realize there are so many that I might as well combine them into a collection. With that, I present Emerson's Archive of Archetypes, the full set of my own subclasses created for SW5e. Just as was the case with my other supplements, expect this one to continuously grow as I add any additional subclasses I publish separately to this as well.
I'm really happy to be here, building alongside all of you, and I'm grateful you're here too.
Cover Art
Shadow Stormtroopers
Artist Unknown
Remember to check back on my releases periodically; I don't always announce my content updates to previous supplements, but just as soon as I get some written, they're live almost immediately!
If you like what you see, and you want to support these creations, hop onto Ko-Fi!
Special Mentions
Big thanks to Drake and Uproar for all the help they've provided in the community discord!
Pufferfishguy continues to create absolutely incredible digital assets for Roll20, Foundry, and other VTT use. If you can spare a few bucks or you want his newer resource packs, please be sure to donate to his Ko-fi!
A collection of talented 3D artists now offer impressive free and paid models through Gumroad, Thingiverse, Cults3D, and more to help bring these games to physical presentation! If you have printer access, I highly recommend browsing their catalogs! Special recognition and appreciation goes out to Anvilrage Studios, Black Remnant, Dark Fire Designs, Elyiot, Imperial Terrain, War Bear Studios, Order 66 Designs, Scythe Designs, Skullforge Studios, and Squamous Miniatures!
If you're using the engine to run an in-person Sci-Fi game that isn't necessarily Star Wars, remember to look into HeroForge and Eldritch Foundry for custom minis! Both include printing services, and the former now has the technology to do precision paint on your prints, allowing you to skip the part where you draw horrible googly eyes and question your adequacy for a couple hours over shaky hands and rapidly-drying paint!
Brennan Lee Mulligan is more God than man, and while I can recommend you watch his game, A Starstruck Odyssey (run on SW5e), the various other content he creates and participates in for Dropout (which largely draws from veteran talent of CollegeHumor) is all phenomenal.
If you're reading this, Brennan, we love you. Use your powers for good.
My players are amazing! Thank you so much for continuing to join me on adventures, as rambunctious and stressful as they get!
- Jaime | Ty
- Jordan | Vogh
- Kellen | Ledo
- KJ | Pix/Tig
- Kyle | Lon
- Mary | Cordé
- Ryan/Lev | TS-C0
Rest in Peace, Liz. We love and miss you.
Table of Contents
Berserker
Engineer
Fighter
Monk
Operative
Obliterator Approach
Most berserkers crave the rush of head-on confrontation, seeking glory and delighting in the anguish of their enemies. For berserkers of the Obliterator Approach, shock-and-awe and overwhelming destruction take precedence, with explosives reigning supreme.
Mad Bomber
Obliterator Approach: 3rd Level
You gain proficiency in demolitions kits and all blasters that utilize grenades, rockets, missiles, and torpedoes.
Additionally, when you have explosives paired to a remote detonator, you can detonate them as a reaction on another creature's turn.
Collateral Damage
Obliterator Approach: 3rd, 9th, and 14th Level
While raging, you gain the following benefits:
- When you take damage from a creature you can see within range of your thrown grenades, you can use your reaction to throw a grenade, centered on the creature.
- The dimensions of explosive detonations you control increase by a number of feet equal to 2 and 1/2 times your rage bonus (rounded up to the nearest 5 feet).
- Once per round, you can choose for one creature who fails a saving throw against an explosive you control to also be frightened of you until the end of your next turn.
- At 9th level, when a creature rolls a 1 on a saving throw against explosives you control, you can add your Brutal Critical dice to the damage.
Gratuitous Destruction
Obliterator Approach: 6th Level
You learn to throw grenades as a bonus action.
Additionally, once per round, when a creature rolls a natural 1 on the save for an explosive you control, you gain temporary hit points equal to your berserker level. While you have these temporary hit points, you reduce damage you take from sources you can see by an amount equal to your proficiency bonus.
Finally, creatures who are frightened of you have disadvantage on saving throws against explosives you control.
Countdown
Obliterator Approach: 10th Level
While raging, creatures who fail saving throws against explosives you control to resist damage take additional damage equal to your rage damage bonus.
Additionally, when you throw a grenade or fire an explosive, you can delay the explosive's detonation. For each round you do not detonate it, the explosive deals 1 additional damage die, to a maximum of die equal to your rage damage bonus. You can detonate the explosive using a bonus action on your turn or a reaction on another creature's turn.
If you reach the maximum amount of time the explosive can delay and do not detonate it, the explosive is disarmed and does not explode. Alternatively, a creature within 5 feet of the explosive can use an Action to make an Intelligence or Wisdom check against the explosive's DC value, disarming it on success. You can have only one explosive on countdown at a time, and when setting another on countdown, you must choose to either detonate the first or allow its payload to be disarmed.
Bomber's Fury
Obliterator Approach: 14th Level
Your skills in explosive destruction have reached disastrous new heights. The saving throw DC of explosives you control is equal to 8 + your proficiency bonus + your Strength or Constitution modifier (your choice), if it is not already greater. While raging, this minimum DC increases by half of either your Strength or Constitution modifier, rounded up (whichever is not already included, minimum of 1).
Additionally, any creature who fails the saving throw of an explosive you control must also make a Wisdom saving throw of equal value. On failure, it is frightened of you until the end of your next turn.
Projection Approach
Most practice caution when entering a battlefield carrying tanks of volatile chemicals on their person. For berserkers of the Projection Approach, the vapor projector is a tool of merciless onslaught, repainting the battlefield and whole crowds of enemies with unprejudiced malice and destruction.
Bonus proficiencies
Projection Approach: 3rd Level
You gain proficiency with vapor projectors and munitions kits. When you use the munition kit to craft projector tanks or projector canisters, your crafting speed doubles.
Overwhelming Saturation
Projection Approach: 3rd, 6th, 10th, and 14th Level
Once per turn, when you use projector tank or projector canister ammunition as part of an attack, you can choose one creature to have disadvantage on your imposed saving throw.
While raging, your projector ammunition’s cone dimensions and line length increase by a number of feet equal to 5 times your rage bonus.
Additionally, when you use a vapor projector as an improvised weapon to make a melee weapon attack against a creature, you add 1d4 damage of the same type as the last ammunition you used since your last long rest. You must have used a projector ammunition since your last long rest for this feature to function. This die increases at levels 6 (1d6), 10 (1d8), and 14 (1d10).
Intensified Stream
Projection Approach: 6th Level
Your projector ammunition types now deal one additional damage die.
Additionally, when you use a projector ammunition and impose a saving throw on a hostile creature while you are raging, regardless of success or failure, you add your rage damage bonus to the damage dealt.
Volatile Reactants
Projection Approach: 10th Level
When a creature rolls a 1 on a saving throw against your projector ammunition, you can apply your Brutal Critical dice to the roll against that creature. You may add additional die for each number of the Brutal property that your weapon has.
The World On Fire
Projection Approach: 14th Level
While you are raging and your projector ammunition imposes a saving throw, you can choose the save type between Strength, Dexterity, or Constitution for all creatures who must make the save. Additionally, creatures of your choice have disadvantage on the saving throws imposed by your projector ammunition while you are raging.
Unconquerable Approach
For many berserkers, a life of combat and contended struggle bears a short life expectancy. For berserkers of the Unconquerable Approach, death is a stranger, and a life lived in perpetual violence is one that may span multiple generations.
Storied Warrior
Unconquerable Approach: 3rd Level
You gain proficiency in heavy armor and a number of martial blasters equal to your proficiency bonus.
You can enter a rage while wearing heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor. Attacks with these martial blasters use your choice of Strength or Dexterity for attack and damage rolls, and add your rage bonus to their damage dealt while raging. You must use the same statistic for both rolls.
Regenerative
Unconquerable Approach: 3rd Level
When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0. If you could already expend a Hit Die to regain hit points as a bonus action or reaction, you can choose to instead expend two Hit Die in a given instance and add their rolled values together.
Additionally, while you are raging, any time you would regain hit points, the amount gained increases by your rage damage bonus.
Master of Warfare
Unconquerable Approach: 6th and 9th Level
You gain one Fighting Mastery of your choice.
Additionally, your critical hit range with all weapons increases by 1.
At 9th level, you can apply your brutal critical dice to critical hits from ranged weapon attacks.
Indestructible
Unconquerable Approach: 10th Level
When you would be reduced to 0 hit points while raging, you can expend a Hit Die (no action required) to have 1 hit point instead.
Apex Survivor
Unconquerable Approach: 14th Level
You are without end. You cannot die of old age, you suffer none of the frailty of old age, and you can’t be aged abnormally.
Additionally, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points.
Brood Engineering
Those engineers who choose the Brood Engineering discipline center their efforts on the hybridization, training, and conditioning of beasts. Their breakthroughs emerge on a wide spectrum, creating everything from desirable pets to war beasts.
Bonus Proficiencies
Brood Engineering: 3rd Level
You gain proficiency with Animal Handling and biotech’s implements. Additionally, when you engage in crafting with biotech’s implements, the rate at which you craft doubles.
Beast Companion
Brood Engineering: 3rd Level
You learn to selectively breed, condition, train, outfit, and genetically modify 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 tech point maximum is reduced by 1. Over the course of a long rest, you can add, replace, or remove a number of beast traits equal to half your Intelligence modifier (minimum of one).
- When you would select a trait from the Bestial Traits list, you can instead select from the Brood Modifications list at the end of this subclass. If a modification imposes a saving throw, its DC is equal to your techcasting DC.
- You can create a new beast companion at the end of a long rest. You must have biotech's implements to do so, and if you still have your previous beast companion, it disappears as the new one is created.
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 Intelligence modifier (minimum of +1).
This radius increases to 30 feet at 11th level, and 60 feet at 17th level.
Regenerative Therapy
Brood Engineering: 3rd Level
When your beast companion would take damage from a source you can see, you can use your reaction to expend and roll a potent aptitude die, healing the companion for the amount rolled + your Intelligence modifier (up to its maximum). You cannot use this reaction if the damage would reduce the beast's hit points to 0.
Pure Companion
Brood Engineering: 6th Level
Your beast companion’s strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
In addition, while your companion is within your bond radius, you have advantage on the first saving throw you make each turn.
Protective Shielding
Brood Engineering: 14th Level
While your beast companion is within your bond radius and you cast a tech power of 1st level or higher, your beast gains temporary hit points equal to the level of the tech power. While it has these hit points, the beast has resistance to energy and kinetic damage from unenhanced sources.
Flawless Organism
Brood Engineering: 18th Level
While within your bond radius, your beast now applies your full Intelligence modifier to its ability checks, armor class, attack rolls, damage rolls, and saving throws.
Brood Modifications
The modifications are presented in alphabetical order.
Armor Training
Brood Engineering: size Small or larger
Your beast companion becomes proficient with light armor and can wear barding. Barding is armor designed to protect a beast's head, neck, chest, and body. The beast cannot don or doff armor without assistance. If it was already proficient with light armor, it instead becomes proficient with medium armor; if already proficient with medium armor, it becomes proficient with heavy armor.
Any type of armor can be made as barding. The cost is four times the equivalent armor made for humanoids, and it weighs half as much for small creatures, an equal amount for medium creatures, twice as much for large creatures, and four times as much for huge creatures.
You can select this modification up to three times.
Beast Artillery
Prerequisite: Mounted Blaster Harness, Tech Dispenser
When you cast a ranged power originating from your beast companion, that power's range increases to the normal range of the mounted blaster, if it wasn't already greater.
Bulk Mass Vitamin Regiment
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).
Command Word
When your beast is within your bond radius, you can use your reaction on your turn to grant your beast advantage on its next attack roll or skill check.
Controlled Nutrient Regiment
When your beast companion would expend a hit die and regain hit points, it rolls the die with advantage.
Enhanced Nutrient Regiment
Prerequisite: Controlled Nutrient Regiment
Your beast companion's maximum hit points increase by a number equal to its current level. Additionally, when it levels up, it gains 1 additional hit point.
Fixed Weapon Training
Your beast companion becomes proficient with all vibroweapons that have the fixed property and do not have the two-handed property. You can spend 1 minute attaching a fixed vibroweapon to your beast, which it can use to make attacks.
Holocam Attachment
You attach a forward-facing holocam on 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.
Mounted Blaster Harness
Prerequisite: Holocam Attachment, Size Medium or larger beast
After connecting to it via the tracker droid interface tech power, you can mount a blaster weapon on your beast companion's back. The beast must meet the Strength requirement of the blaster to be a viable carrier for the weapon. The beast cannot make attacks with or reload the blaster.
When you would make a weapon attack on your turn, you can choose to make an attack with the mounted blaster. The mounted blaster uses your techcasting attack bonus, and your attacks with it are made with proficiency.
Pack Cooperative Conditioning
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 maximum 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.
Resilient Genes
Prerequisite: 5th level
Your beast companion gains resistance to one of the following damage types: acid, cold, fire, lightning, poison, necrotic, sonic, or thunder damage.
You can select this modification multiple times, selecting an additional damage type each time.
Shield Projector
Prerequisite: 11th Level, Tech Dispenser
Your beast companion can cast the squad shield power, instead projecting a 30-foot radius barrier, centered on itself.
It can't cast this ability again until it finishes a long rest.
Skill Training
Prerequisite: 5th level
Your beast companion 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.
You can select this modification multiple times, selecting an additional skill each time.
Specialized Combat Training
Your beast companion gains a fighting style of your choice.
Tech Dispenser
When you would cast a tech power while your beast companion is within your bond radius, you can choose to have it originate from your beast instead.
Tech Relay Amplifier
Prerequisite: 9th Level, Tech Dispenser
When you cast a power originating from your beast companion, 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.
Detonation Engineering
Those engineers who choose the Detonation Engineering discipline design and refine explosives in search of a more powerful bomb.
Bonus Proficiencies
Detonation Engineering: 3rd Level
You gain proficiency in all blasters that utilize grenades, missiles, rockets, and torpedoes, as well as the demolitions kit. When you engage in crafting with demolitions kits, the rate at which you craft doubles.
Modified Detpacks
Detonation Engineering: 3rd Level
You learn to construct and modify explosives by design, utilizing your experience crafting them. Over the course of a long rest, you can create and modify a number of custom detpacks equal to your proficiency bonus, as seen in the Engineer table. You must have a demolitions kit to craft these custom detpacks. You regain all of your custom detpacks when you finish a short or long rest, and any remaining from before your rest are lost.
You can plant and prime your detpack on a surface you can reach as an Action and immediately pair it to your demolitions kit, choosing to allow for proximity detonation or remote detonation. On remote, you can use an Action with your demolitions kit and to detonate any paired detpacks within 30 feet of you. On proximity, the detpack arms at the start of your next turn, and detonates the next time a creature moves to within its radius. Creatures can disarm your primed detpacks using a successful demolitions kit check. Your detpacks have 1 hit point and armor class equal to your Intelligence score. A detpack that was primed and is reduced to 0 hit points immediately detonates.
When you detonate your detpack, you choose from the payload options you know, and all creatures in a 10-foot radius must make a saving throw, taking full damage and any secondary effects on failure or half damage and no additional effects on success. Your payload options use a number of damage die equal to half your Engineer level, rounded up. Creatures making a saving throw against your detpacks treat the damage as enhanced for overcoming resistance and immunity to unenhanced attacks and damage.
You start with two payload options, Fragmentation and Plasma:
- Fragmentation. Creatures in the explosion area must make a Dexterity saving throw, taking a number of d10s of Kinetic damage on failure or half as much on success.
- Plasma. Creatures in the explosion area must make a Dexterity saving throw, taking a number of d10s of Energy damage on failure or half as much on success.
Your detpack set 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 1).
When creatures make saving throws imposed by your detpacks or demolitions kit checks to disarm them, the DC equals your tech save DC.
Potent Yield
Detonation Engineering: 3rd Level
Once on your turn, when a creature you can see makes a saving throw against your detpack, you can expend and roll a potent aptitude die (no action required) to increase the DC of the effect by half the value rolled (rounded down). This also increases the DC of any saving throws the creature must make on subsequent turns caused by the same detpack.
Threat Preparedness
Detonation Engineering: 6th, 14th, and 18th Level
You have advantage on saving throws imposed by detpacks, explosives, and powers you control.
Select three payload types from the Detonation Modifications list. You gain the option to use those payload types, and they do not count against your total modifications. You do not need to meet their prerequisites to select them with this feature.
You gain another payload type at 14th level, and another at 18th level.
Backup Trigger
Detonation Engineering: 14th and 18th Level
You can now choose to remote detonate a primed proximity explosive using your demolitions kit, and your range for remote detonation increases to 120 feet. At 18th level, it increases again to 1 mile.
Additionally, you can use your reaction on another creature's turn to detonate one paired explosive.
Absolute Devastation
Detonation Engineering: 18th Level
Once per long rest, instead of rolling, you can choose for your detpack to deal maximum damage. A creature who fails the saving throw against it also has disadvantage on any saving throws it must make on subsequent turns caused by the same detpack.
Additionally, when a starship takes damage from your detpack, you instead divide by 5 when scaling damage.
Detonation Modifications
The modifications are presented in alphabetical order.
Breaching Charge
Prerequisite: 9th Level
When you plant and prime a detpack, you can choose for it to utilize a shaped breach instead, intended to create a blast hole in a specific direction. When detonated, the detpack explodes in a 15-foot cone. Each creature within the cone must make a saving throw, taking the payload's damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.
Enhanced Blast Force
Prerequisite: 5th Level
The saving throw DC of your detpacks increases by +1. It increases again at 9th level (+2) and 13th level (+3).
Enhanced Release Mechanism
Prerequisite: 5th Level
When roll a 1 on a damage die for your detpacks, you can treat the die as a 2. This increases to 3 at 9th level and to 4 at 13th level.
Expanded Blast Radius
Prerequisite: 5th Level
The radius of your detpack explosion increases by 5 feet. It increases again at 9th level (10 feet) and 13th level (15 feet).
Grenade Sabot
When you would throw a grenade or fire a blaster that uses grenades, you can choose to launch one of your detpacks instead. You can choose for your detpack to explode on impact or at initiative count 20, using a payload of your choice.
Launcher Sabot
When you would attack with a blaster that uses a missile or rocket, you can choose to launch one of your detpacks instead. Make an attack roll with the weapon. On a hit, the weapon deals Kinetic damage based on the blaster ammunition type (1d6 for missiles, 2d6 for rockets). Hit or miss, the detpack explodes, using a payload of your choice.
Long-Range Receiver
Prerequisite: 5th Level
The remote detonation range of your demolition kit doubles. It is instead tripled at 9th level and quadrupled at 13th level.
Payload: Bacta
Prerequisite: Medicine proficiency
Creatures in the explosion area regain a number of d4s of hit points, up to their maximum. The radius of this explosion is decreased by 5 feet. Droids and constructs are unaffected.
Payload: Cryo
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Constitution saving throw, taking a number of d6s of Cold damage on failure or half as much on success. Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Payload: Corrosive
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Constitution saving throw, taking a number of d8s of Acid damage on failure or half as much on success. If this damage reduces a creature to 0 hit points, it must make a Constitution saving throw. On a failed save, it dies immediately without making death saving throws and is disintegrated. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Payload: Deafening
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Constitution saving throw, taking a number of d6s of Sonic damage on failure or half as much on success. Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Payload: Electrifying
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Dexterity saving throw, taking a number of d6s of Lightning damage on failure or half as much on success. Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Payload: Gas
Prerequisite: Poisoner's kit proficiency
The explosion area is filled with yellow-green fog for 1 minute. The fog spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. When a creature enters the fog or starts its turn there, it creature must make a Constitution saving throw. The creature takes a number d6s of Poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs, and humanoids wearing appropriate protective equipment are unaffected.
Payload: Incendiary
The explosion area is set ablaze for 1 minute. The fire ignites any flammable objects in the area that aren’t being worn or carried. When a creature enters the fire or starts its turn there, it creature must make a Dexterity saving throw. The creature takes a number of d8s of Fire damage on a failed save, or half as much damage on a successful one.
Payload: Ion
Prerequisite: Cybertech's implements proficiency
Creatures in the explosion area must make a Dexterity saving throw, taking a number of d6s of Ion damage on failure or half as much on success. Any electronics within the blast radius are disabled until rebooted.
Payload: Panic
Prerequisite: Medicine or Technology proficiency
Creatures in the explosion area must make a Wisdom saving throw, taking a number of d6s of Psychic damage on failure or half as much on success. Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Payload: Shockwave
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Dexterity saving throw, taking a number of d6s of Force damage on failure or half as much on success.
Payload: Sleeping Gas
Prerequisite: Biochemist's kit proficiency
The explosion area is filled with faint-green fog for 1 minute. The fog spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. When a creature enters the fog or starts its turn there, it creature must make a Constitution saving throw. The creature takes a number d4s of nonlethal Poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs, creatures immune to sleep effects, and humanoids wearing appropriate protective equipment are unaffected.
When reduced to 0 hit points by this grenade's effects, a creature is unconscious, stabilized, and sleeps for 1d4 hours or until it takes damage.
Payload: Spray Foam
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Strength saving throw. On failure, a creature is restrained for up to 1 minute, and can reattempt the save at the beginning of its turns. While restrained in this way, a creature can't take actions or reactions, and automatically fails Dexterity saving throws as if it rolled a 1. Any fires within the radius of the explosion are extinguished. Another creature who is not also grappled or restrained may use their action to attempt the save, freeing the assisted creature on success.
Payload: Stun
Prerequisite: Medicine or Technology proficiency
Creatures in the explosion area must make a Constitution saving throw. On failure, a creature is stunned until the end of its next turn. Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Siege Munitions
Your detpacks deal double damage to objects and structures.
Sling Launcher
When throwing grenades or planting mines, your range increases to (30 + 5 x your Intelligence modifier) feet.
Timed Release
When you would detonate a detpack, you can expend a tech point and delay the explosive's detonation. For each round you do not detonate it, the explosive deals 1 additional damage die, to a maximum of die equal to your proficiency bonus. You can detonate the delayed explosive using a bonus action on your turn or a reaction on another creature's turn.
If you reach the maximum amount of time the explosive can delay and do not detonate it, the explosive is disarmed and does not explode. You can have only one explosive on timed release at a time, and when setting another on timed release, you must choose to either detonate the first or
allow its payload to be disarmed.
Upgraded Payload: Armor-Piercing
Prerequisite: 9th Level
When you use your Fragmentation or Plasma Payload, constructs, droids, and humanoids wearing heavy armor make the save with disadvantage. Additionally, on a failed save, a construct, droid, or humanoid wearing heavy armor suffers a -1 penalty to their Armor Class for up to 1 minute. The creature's Armor Class can be no less than 10 when decreased in this way. When creature with this penalty regains hit points or is the target of the Mending tech power, the penalty ends.
Upgraded Payload: Concentrated Acid
Prerequisite: 9th Level, Payload: Corrosive
A creature who fails the saving throw against your corrosive payload also suffers the corroded 1 condition, which lasts until it regains hit points.
Upgraded Payload: Concussive Charge
Prerequisite: 13th Level
When you use a payload that calls for a Dexterity saving throw, creatures who fail the save by 10 or more are knocked prone.
Upgraded Payload: Despair
Prerequisite: 9th Level, Payload: Panic
While a creature is frightened as an effect from your detpack, it is also weakened.
Upgraded Payload: Flashbang
Prerequisite: 9th Level, Payload: Deafening
When you use your Deafening Payload, creatures who fail the save are also blinded for the same duration.
Upgraded Payload: Oppression
Prerequisite: 9th Level, Payload: Gas or Payload: Sleeping Gas
While a creature is poisoned as an effect from your detpack, it cannot regain hit points.
Upgraded Payload: Refined Carbonite
Prerequisite: 9th Level, Payload: Cryo
When you use your Cryo Payload, creatures now take two stacks of slowed on failure, and one stack on success.
Upgraded Payload: Rhydonium-Adhesive
Prerequisite: 9th Level, Payload: Incendiary
When you use your Incendiary Payload, creatures who fail the save are Ignited for 1 minute. The Ignited value is equal to your Intelligence modifier.
Upgraded Payload: Seizing Shock
Prerequisite: 9th Level, Payload: Electrifying
While a creature is shocked as an effect from your detpack, on its turn, it must choose one option between taking an action, bonus action, or its movement.
Upgraded Payload: Total Systems Loss
Prerequisite: 9th Level, Payload: Ion
When you use your Ion Payload, Droids and Constructs who roll a natural 1 on the save are stunned for up to 1 minute. They can reattempt the save at the beginning of their turns, ending the effect on success.
Weapon Gimbal
You ignore Strength requirements of blasters with which you are proficient. When you would use a blaster that requires a tripod, deploy/collapse time is reduced to 1 action.
Prismatic Engineering
Those engineers who choose the Prismatic Engineering discipline center their efforts on perfecting high-power laser technology, in application as both a weapon and a defensive guard.
Bonus Proficiencies
Prismatic Engineering: 3rd Level
You gain proficiency with armstech's implements and jeweler's implements, as well as two martial blasters that have the penetrating and power cell properties. Additionally, when you engage in crafting with armstech’s implements or jeweler's implements, the rate at which you craft doubles.
Modified Beam Cannon
Prismatic Engineering: 3rd level
You learn to modify an unenhanced blaster that has the power cell property with which you are proficient, utilizing your experience with high-power laser projectors. Over the course of a long rest, you can create your modified beam cannon. You must have armstech's implements, jeweler's implements, and the blaster to perform this modification.
Your modified beam cannon deals 1d8 energy damage on a hit, and has the auto, penetrating 2, power cell (range 50/200), reload 10, and two-handed properties.
Your modified beam cannon is enhanced, requires attunement, can only be used by you, and counts as a techcasting focus for your tech powers while you are attuned to it. Your modified beam cannon 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.
Beam Focusing
Prismatic Engineering: 3rd level
When you cast a power that deals acid, cold, fire, lightning, necrotic, or sonic damage, you can expend 1 tech point to change that damage to energy. When you do so, the damage ignores resistance to energy damage and treats immunity as resistance.
Defense Array
Prismatic Engineering: 6th, 10th, and 15th level
When a creature you can see creates an explosive or power effect centered within normal range of your modified beam cannon that requires a saving throw for all creatures in a cone, line, or radius, you can use your reaction and expend a potent aptitude die. Make an Intelligence saving throw against the DC of the effect. On success, you neutralize the effect. On failure, the damage taken by all creatures in the area is reduced by the result of your potent aptitude die.
The damage reduction amount on failure increases when you reach certain levels in this class, increasing by 2d6 at 10th level, and again (4d6) at 15th level.
Material Refraction
Prismatic Engineering: 14th level
Weapon attacks using your modified beam cannon's penetrating property now target all creatures in a line up to its normal range, originating from you.
Additionally, when you attack your initial target with your modified beam cannon or a tech power that requires an attack roll or Dexterity saving throw to resist damage, you can choose to expend a number of tech points up to your proficiency bonus to cause the effect to split on impact into an equal number of projectiles. The original attack or effect is resolved, and you can then target a number of creatures equal to the number of projectiles within 30 feet of the original target, making subsequent attack rolls with equal bonus to hit or imposing the saving throw DC equal to that of the original target. On a hit or failed saving throw, the secondary target takes half the damage of the original effect. You cannot target the original target creature again with the secondary attack or saving throw.
You can use this ability twice per long rest.
Concentrated Beams
Prismatic Engineering: 18th level
Energy damage you deal from weapon attacks and powers ignores damage resistance, reduction, and threshold features that do not require resource use, such as Heavy Durasteel Armor or the Regulated armor property.
Additionally, when making an attack with your modified beam cannon or casting a tech power that deals energy damage and your target is a starship, you instead divide by 5 when scaling damage.
Prismatic Modifications
The modifications are presented in alphabetical order.
Advanced Projection Regulator
Prerequisite: 18th Level, Projection Regulator
When you use your modified beam cannon as your techcasting focus, your damage rolls for tech powers that deal energy damage gain a minimum roll threshold, discussed in chapter 7.
Brutal Cell
Prerequisite: 5th Level
Your modified beam cannon gains the brutal 1 property.
You can select this modification again at 13th level.
Burst Pulser
Your modified beam cannon gains the burst 10 property.
You can select this modification a second time, reducing the burst value to 5.
Capacitor Plates
Your modified beam cannon gains the charging 1 armor property. You can also expend its charges on ranged weapon attacks.
You can select this modification twice.
Conal Release
Prerequisite: Burst Pulser
When you would make a burst fire attack with your modified beam cannon, you can instead target a cone of dimensions equal to half your weapon's normal range.
You can make this attack twice between long rests.
Conservation Activator
Your modified beam cannon loses the auto property.
Darkvision Optics
While holding your modified beam cannon, you gain darkvision to 60 feet.
Disintegration Discharger
Prerequisite: 5th Level
Your modified beam cannon gains the disintegrate 13 property. The disintegrate value increases by 2 at 9th level (15), 13th level (17), and 17th level (19).
Enhanced Magnification Lenses
You can see objects as far as those in orbit with pristine high detail. Additionally, you make Investigation and Perception checks within 5 feet with advantage.
Extension Circuit
Prerequisite: 9th Level
Your modified beam cannon gains the extending 5 focus property.
You can select this modification 4 times.
Heatbeam Assembly
Prerequisite: 5th Level
Your modified beam cannon now causes the ignited (1d4) property. It persists for up to 1 minute.
Improved Lensing
Prerequisite: 5th Level
Your modified beam cannon's damage die increases by one stage (1d10).
The die increases again at higher levels: to 1d12 at level 9, to 2d6 at level 13, and to 3d4 at level 17.
Incendiary Penetration
Prerequisite: Heatbeam Assembly
Your modified beam cannon now causes the ignited (2d4) property. In addition, when you target a creature that is currently ignited with your modified beam cannon, you gain a +2 bonus to your attack.
Keen Beam
Prerequisite: 5th Level
Your modified beam cannon gains the keen 1 property.
You can select this modification again at 13th level.
LaserWeb Defensive Protocol
Prerequisite: 5th Level
When you cast a power that boosts a creature's armor class, you can expend and roll a potent aptitude die to increase their armor class the by rolled amount for the duration of the power.
Long-Range Optics
Your modified beam cannon's normal and long range values are doubled.
You can select this modification again to instead triple the values.
Next-Generation Scanner
Prerequisite: 11th Level, Darkvision Optics
While holding your modified beam cannon, you gain truesight to 60 feet.
Surge Release
As a bonus action, you can expend 2 tech points. For the following minute, your first weapon attack deals double its original weapon damage dice. If the minute passes without making an attack, the effect ends.
You can select this modification again, granting you the ability to instead expend 5 tech points. When you do so, your first weapon attack deals triple its original weapon damage dice.
You can use this feature a number of times between short rests equal to half your proficiency bonus (rounded up).
Projection Regulator
Prerequisite: 9th Level
Your damage rolls with your modified beam cannon gain a minimum roll threshold, discussed in chapter 7.
Protective Headwear
Prerequisite: 5th Level
You gain immunity to the blinded and deafened conditions.
Rapid Pulser
Your modified beam cannon gains the rapid 4 property.
You can select this modification a second time, reducing the rapid value to 2.
Recycler Effificency Magazine
Your modified beam cannon's reload property increases by 5.
You can select this modification up to 4 times.
Targeting Upgrade
Prerequisite: 5th Level
You gain a +1 bonus to attack rolls made with your modified beam cannon. This bonus increases to +2 at 9th level and +3 at 13th level.
Vicious Afterburner
Your modified beam cannon gains the vicious 1 property.
You can select this modification up to 2 times.
Waveform Emitter
For all subclass features that relate to energy damage, you can now use sonic damage.
Strategic Engineering
Those engineers who choose the Strategic Engineering discipline combine their technological expertise with their ability to coordinate and command others into effective battle squads.
Bonus Proficiencies
Strategic Engineering: 3rd Level
You gain proficiency in one skill or weapon and one specialist's kit of your choice. Additionally, when you engage in crafting with your chosen specialist’s kit, the rate at which you craft doubles.
Aura of Command
Strategic Engineering: 3rd, 5th, 11th, and 17th Level
You emanate an Aura of Command that bolsters the cooperative capacity of you and your allies.
Your aura has a radius of 5 feet and increases by 5 feet you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet). Additionally, you can only use the features of your Aura of Command while there is at least one allied creature, that isn’t incapacitated, within its range.
Once per round, you can use your reaction to add your Intelligence modifier to one attack roll, ability check, or saving throw made by an allied creature who is not incapacitated within your aura. Alternatively, once per round, when an ally within your command aura attacks a creature that you can see, you can expend a superiority die and enhance that ally’s attack (no action required), using one of the maneuvers that you know.
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.
Tactical Superiority
Strategic Engineering: 3rd, 5th, 9th, 13th, and 17th Level
You learn maneuvers that are fueled by special dice called superiority dice. See chapter 13 for the maneuvers list.
Maneuvers Known
You learn four maneuvers of your choice, and you learn an additional maneuver at levels 5, 9, 13, and 17. 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 is a d4, and you gain more at levels 5 (3), 9 (4), 13 (5), and 17 (6). A superiority die is expended when used. This die changes as you gain levels: to d6 at 5th level, to d8 at 9th level, to d10 at 13th level, and to d12 at 17th level.
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
Tactical Confluence
Strategic Engineering: 3rd Level
While your Command Aura is active, when you use a maneuver and expend a superiority die on your turn, you can use a bonus action or reaction and expend one use of your Potent Aptitude to add your Potent Aptitude die to the DC of any imposed saving throw of the maneuver.
Staged Ordinance
Strategic Engineering: 6th Level
You can use maneuvers that require a weapon attack when you or an ally in your command aura casts a power that requires a force or tech attack and you can use maneuvers that require a hit with a weapon attack when a creature fails a saving throw against an explosive or power controlled by you or an ally in your command aura. If multiple creatures failed the saving throw, you choose which one to impose this maneuver upon.
Calculated Gambit
Strategic Engineering: 14th Level
When you make an attack roll or impose a saving throw with an explosive, power, or weapon you control, you can reduce your attack bonus or the save DC by an amount equal to your proficiency bonus. If the attack roll hits, or the creature fails the saving throw, you can impose a maneuver you know without expending a superiority die, rolling a d4 in its place. If multiple creatures failed the saving throw, you choose which one to impose this maneuver upon.
High Command
Strategic Engineering: 18th Level
Any battle is yours to control.
When you roll a critical hit with an attack, you can expend a superiority die to immediately take an additional turn. Once you use this ability you cannot use it again until you finish a long rest.
In addition, you can expend four tech points to regain an expended superiority die, or expend a superiority die to regain four expended tech points, both up to their maximums.
Walker Engineering
Those engineers who choose the Walker Engineering discipline focus on the production, implementation, and continued improvement of their customized armored transport walkers for battlefield domination.
Bonus Proficiencies
Walker Engineering: 3rd Level
You gain proficiency in Mechanic’s Kits and the Piloting skill. Additionally, when you engage in crafting with the Mechanic's Kit, the rate at which you craft doubles.
Custom Walker Vehicle
Walker Engineering: 3rd Level
You employ your mastery over vehicular engineering to create an armored walker.
Over the course of a long rest, you can use your mechanic's kit to create a Custom Walker Vehicle (CWV). It appears in an unoccupied space of your choice within 30 feet of you. If it is adjacent to you, you can use 10 feet of your movement speed to mount it. The CWV is inoperable without a pilot and is a valid target of the tracker droid interface tech power. While you operate it, you have darkvision to 60 feet. A creature who attempts to operate it against your will must first succeed on an Intelligence check, DC equal to your techcasting save DC, and must remake the check every hour they continue to operate it. The walker has a primary weapon, a secondary weapon, and the slam attack. See its game statistics of both forms in the accompanying Custom Walker Vehicle stat blocks, which use your proficiency bonus (PB) and techcasting save DC in several places.
In combat, the CWV shares your initiative count and moves as you direct it. To make a 90-degree turn, the walker must expend 20 feet of movement. The CWV remains until it is reduced to 0 hit points, until you use this feature to create a new CWV, or until you die. When it disappears, you can choose for the CWV to detonate, creating its secondary weapon's effect, centered on its location. Anything the CWV was carrying is left behind when the CWV vanishes.
At 3rd level, you can only create your CWV in its Recon Walker form, which is size Large, uses d10 hit die, and has a movement speed of 50 feet. Its primary weapon is a repeating blaster, and its secondary weapon is a mortar launcher. It can use its reaction on the Redirect reaction.
Your Custom Walker Vehicle 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, or use a secondary weapon, the DC equals your tech save DC.
Lastly, while you are operating your CWV and you would use your action to cast a tech power, you can have it originate from your CWV instead. You still expend tech points as normal, and if the power requires concentration, it still uses your concentration.
Battlefield Control
Walker Engineering: 3rd Level
When you are operating your CWV and you force a hostile creature to make a saving throw against your techcasting save DC, you can use your reaction and expend one use of your Potent Aptitude to decrease their total saving throw by the amount rolled. If this would reduce the total value of the saving throw to 1 or less, their roll is considered a critical failure.
Combat Subroutine Protocols
Walker Engineering: 6th and 14th Level
While operating the CWV, you can make two slam or repeating blaster attacks as part of the same Action. You can make a third attack at 14th level.
Additionally, when you use your Action to cast a tech power while operating the CWV, you can use your bonus action to make an attack with the CWV's primary weapon or slam attack.
Advanced Walker Schematics
Walker Engineering: 14th Level
When you create your CWV, you can now choose its Scout Walker form, which is size Huge, uses d12 hit die, and has a movement speed of 40 feet. Its primary weapon is a medium repeating blaster, and its secondary weapon is a grenade launcher. Additionally, while in the Scout Walker form, the CWV gains the Towering and Vulnerable Interior features.
While piloting the Scout Walker form, you are considered to have total cover within its confines. A creature can use an Action to attempt to climb your CWV, and a Bonus Action to breach the roof of your Scout Walker's cockpit; both require a Strength (Athletics) or Dexterity (Acrobatics) check equal to your techcasting save DC. If they are successful in breaching the cockpit, you are exposed to their attacks until they are no longer atop your cockpit.
Your Scout Walker can house an additional Medium-sized creature. A humanoid passenger proficient with the Intelligence (Piloting) skill or Martial Blasters can serve as a gunner, and can make two primary weapon attacks or one secondary weapon attack on their turn. Alternatively, while the CWV has less than its maximum hit points, a humanoid passenger proficient with Mechanic's Kits can use their Action to attempt to Patch the CWV: the CWV expends a hit die, and makes a Constitution check with proficiency (DC = 10 or half the CWV’s missing hit points, whichever number is higher). On a failure, the hit dice is rolled with disadvantage. On a success, it is rolled normally.
Exceptional Weapon
Walker Engineering: 18th Level
Your CWV's primary and secondary weapons ignore damage resistance, treat damage immunity as resistance, and deal double damage to objects and structures.
Additionally, you may select one of the following secondary weapons to substitute for your CWV's original secondary weapon: the Cluster Missile Pod, Siege Laser Cannon, or Tractor Beam. You may change your selection each time you create a new CWV.
Cluster Missile Pod
The CWV gains twin missile pods, and gains the Missile Barrage action.
Missile Barrage (2/Day). The CWV releases a heavy barrage of cluster missiles at a target point within 150 feet. Each creature within 20 feet of the target must make a Dexterity saving throw, taking 10d6 kinetic damage on failure, or half as much on success.
Siege Laser Cannon
The CWV gains a siege laser cannon, and gains the Siege Laser Cannon action.
Siege Laser Cannon. The CWV targets a point within 240 feet and lets loose a blast. Each creature in a 15-foot cube must make a Dexterity saving throw. A creature takes 3d10 energy damage on failure, or half as much on success.
Tractor Beam
The CWV gains a miniaturized tractor beam, and gains the Tractor Beam Focus and Tractor Beam Thrust actions.
Tractor Beam Focus. The CWV attempts to set the tractor beam to grasp and lift one creature or object of size Large or smaller that it can see within 90 feet. It can affect the same target round after round, or choose a new one at any time. If the CWV switches targets, the prior target is no longer affected by the power. A creature can make a Strength saving throw to resist the effect, or is moved in 30 feet in a direction chosen by the CWV. A creature moved by this effect is restrained in the tractor beam's grip. The CWV can use its action to attempt to maintain the grip on subsequent turns by repeating the contest.
Tractor Beam Thrust. The CWV uses the tractor beam and attempts to move a Large or smaller creature or object not being worn or carried within 90 feet. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of the CWV's choice based on its size. A Tiny or Small creature or object can be moved up to 90 feet, a Medium creature or object can be moved up to 60 feet, and a Large creature or object can be moved up to 40 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 4d8 force damage.
Walker 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.
Accelerated Drive Motor
Prerequisite: 5th Level
Your CWV's movement speed increases based on its walker form. The Recon Walker's speed increases by 10 times your proficiency, and the Scout Walker's speed increases by 5 times your proficiency.
Adaptive Balancing
Your CWV ignores difficult terrain.
Advanced Plating
The Armor Class of your CWV is increased by +1. You may choose this modification up to 3 times.
Algorithmic Targeting
Prerequisite: 5th Level
The attack bonus for your CWV's primary weapons increases by 1. This bonus increases to +2 at 9th level and +3 at 13th level.
Anti-Intrusion Measures
Hostile creatures attempting to climb or breach your CWV make the check with disadvantage. On failure, they take 1d4 lightning damage.
Basic Shielding
As a bonus action on your turn, you give your CWV a number of temporary hit points equal to your Intelligence modifier. While it has these hit points, your CWV is resistant to Kinetic and Energy damage.
Droidbrain Enhancement
You install a droid brain that can effect basic control of your CWV in your stead. In combat, if you did not initiate combat while piloting the CWV, it rolls its own initiative. It can only take the Dodge action, unless you command it with a bonus action on your turn.
Enhanced Scanners
Prerequisite: 13th Level
While you are piloting your CWV, you gain truesight to 120 feet.
Environmental Shielding
Prerequisite: 9th Level, Basic Shielding
While your CWV has temporary hit points, it is resistant to your choice of acid, cold, or fire damage. You may change your selection at the end of a short or long rest.
Excess Munitions
When you have used all the remaining charges for your CWV's secondary weapon(s), you can use it again by expending a number of tech points equal to the number of damage die used by the weapon.
Gauss Rounds
Prerequisite: 5th Level
When you roll a 1 or 2 on a damage die with your CWV's primary weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Gyroscopic Balancing
Your CWV has advantage on saving throws against effects that would knock it prone.
Hazard Resiliency
Your CWV gains proficiency in a saving throw of your choice. You may choose this modification up to 3 times.
Heavy Durasteel Plating
Prerequisite: 13th Level
The outer layer of your CWV is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds double your Intelligence modifier, the CWV takes no damage from that attack. Ion damage ignores this feature.
Hull Integrity Reinforcement
Prerequisite: 5th Level
Your CWV's' hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, its hit point maximum increases by an additional point. You may choose this modification up to 3 times.
Ion Repeater Cells
Prerequisite: 9th Level
Your CWV's primary weapon deals ion damage instead of energy, but deals -1 damage per damage die.
Improved Droidbrain Enhancement
Prerequisite: 9th Level, Droidbrain Enhancement
You upgrade your droidbrain to handle more complex maneuvers. You no longer have to use a bonus action to command the CWV, and it may use one slam or primary weapon attack each round.
Improved Payload
Prerequisite: 5th Level
The save DC for your CWV's secondary weapons increases by 1. This bonus increases to +2 at 9th level and +3 at 13th level.
Interceptor Shielding
Prerequisite: Basic Shielding, 13th Level
The temporary hit points granted by your Bonus Action increase to twice your Intelligence modifier. Additionally, you can now gain these hit points as a reaction to taking damage, applying damage resistance if applicable.
Missile Launcher
Prerequisite: 9th Level
Your CWV gains an additional secondary weapon: a missile launcher.
Missile Launcher (1/day). Ranged Weapon Attack: +2 plus PB to hit, range 100/300 ft., one target. Hit: 1d10 (Recon Walker) or 2d10 (Scout Walker) plus PB kinetic damage. Hit or miss, the missile then explodes. Each creature in 15 feet must make a Dexterity saving throw. A creature takes a number of fire damage die and kinetic damage die equal to half your engineer level (rounded up) on failure, or half as much on success. For this ability, the Recon Walker uses d6 damage die, and the Scout Walker uses d8 damage die. A targeted creature beyond 100 feet makes this save with advantage.
Munitions Upgrade
Prerequisite: 5th Level
Your CWV's secondary weapons deal an additional damage die. This bonus increases to two additional damage die at 9th level and three additional damage die at 13th level.
Paired Mounted Weapon
Prerequisite: 17th Level
Your CWV gains the secondary weapon of the walker form it is not currently taking.
Power Supply Port
Your CWV gains the ability to charge expended power cells and power generators connected to its exterior. It has a charging capacity of 1 hour. It can spend 10 minutes of this charging capacity to replenish an expended power cell, or 1 hour replenishing an expended power generator. Connecting or disconnecting a weapon takes an action.
If you connect to the CWV and attempt to replenish an enhanced power cell, power generator, or a specialized power cell, the ammunition loses its enhanced or specialized properties.
Remote Techcasting
When you would cast a tech power through your CWV, you can instead cast it while you are within 60 feet of your CWV. When you cast a power in this way, you consume a number of uses of this feature equal to that power’s level. 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.
Specialized Munitions
Prerequisite: 5th Level
Select a creature type. That creature has disadvantage on saving throws against your secondary weapons. If a creature of that type rolls a natural 1 on the saving throw against your secondary weapon, it instead takes maximum damage.
Superior Droidbrain Enhancement
Prerequisite: 17th Level, Improved Droidbrain Enhancement
You maximize the potential of your CWV's droidbrain with expansive processors. Its bonus to attack and damage rolls increases by +2, it gains one additional saving throw proficiency of your choice, and it can take a number of attacks equal to the amount afforded by the Combat Subroutine Protocols feature.
Tech-Inhibitor Subsystems
Prerequisite: 5th Level
When you cast a tech power through the CWV that requires a saving throw, the DC increases by 1. This bonus increases to +2 at 9th level and +3 at 13th level.
Weapons Discharge Upgrade
Prerequisite: 5th Level
The CWV's primary weapons deal an additional damage die. This bonus increases to two additional damage die at 9th level and three additional damage die at 13th level.
Custom Walker Vehicle (Recon Form)
Large construct, unaligned
Armor Class 13 + PB (armor plating)
Hit Points 6 + six times your engineer level (the construct has a number of d10 Hit Dice equal to your engineer level)
Speed 50 ft.
STR DEX CON INT WIS CHA 16(+3) 12(+1) 15(+2) 8(-1) 14(+2) 8(-1)
Saving Throws Dex + 1 + PB, Con +2 + PB
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 12
Challenge -
Proficiency Bonus equal to your bonus
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Forced March. The construct has advantage on Constitution saving throws made to avoid Exhaustion due to prolonged travel, as described in Chapter 8.
Piloted. The construct may be manually operated by a pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.
Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.
Actions
Slam. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB kinetic damage.
Repeating Blaster. Ranged Weapon Attack: +2 plus PB to hit, range 60/240 ft., one target. Hit: 2d6 plus PB energy damage.
Mortar Cannon (3/Day). The construct launches a mortar at a point it can see within 100 feet. Each creature within 20 feet must make a Dexterity saving throw. A target takes 2d12 kinetic damage on a failed save, or half as much on a successful one.
Reactions
Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.
Custom Walker Vehicle (Scout Form)
Huge construct, unaligned
Armor Class 13 + PB (armor plating)
Hit Points 7 + seven times your engineer level (the construct has a number of d12 Hit Dice equal to your engineer level)
Speed 40 ft.
STR DEX CON INT WIS CHA 16(+3) 12(+1) 15(+2) 8(-1) 14(+2) 8(-1)
Saving Throws Str +3 + PB, Con +2 + PB
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 12
Challenge -
Proficiency Bonus equal to your bonus
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Forced March. The construct has advantage on Constitution saving throws made to avoid Exhaustion due to prolonged travel, as described in Chapter 8.
Piloted. The construct may be manually operated by a pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.
Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.
Towering. Creatures of Medium size or smaller can stand in the construct’s space.
Vulnerable Interior. The construct’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.
Actions
Slam. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB kinetic damage.
Medium Repeating Blaster. Ranged Weapon Attack: +2 plus PB to hit, range 120/240 ft., one target. Hit: 2d10 plus PB energy damage.
Grenade Launcher (3/Day). The construct launches a barrage of grenades at a point within 120 feet. Every creature within 15 feet must make a Dexterity saving throw, taking 4d12 kinetic damage on a failed save, or half as much damage on a successful one.
Brawler Specialist
Those fighters who choose to become Brawler Specialists train in unarmed, unarmored combat with a penchant for intensity. Brawler Specialists unleash savage beatdowns, undermining enemy morale and resilience with unrelenting force.
Unarmored Defense
Brawler Specialist: 3rd Level
While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Brawler's Might
Brawler Specialist: 3rd, 10th, and 18th Level
Your unarmed strike and natural weapon attacks gain the finesse property, and their damage die increases by one stage (1 > d4, d4 > d6, d6 > d8, d8 > d10, d10 > d12), and again at levels 10 (two stages) and 18 (three stages). You may choose for your attacks with improvised weapons use the same damage.
Additionally, you can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
Pitiless Strikes
Brawler Specialist: 7th, 10th, 15, and 18th Level
Your unarmed strikes and natural weapon attacks count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
In addition, when you roll a critical hit with your unarmed strikes and natural weapon attacks, you can choose to impose a Constitution or Wisdom saving throw on the target, DC equal to 8 + your bonus to hit with your unarmed strike or natural weapon. On failure, the target is frightened (Wisdom) or weakened (Constitution) for up to 1 minute. It can reattempt the save at the beginning of its turns, ending the effect on success. You have advantage on attack rolls against creatures while they are frightened or weakened by this feature.
You can use this feature twice between long rests. You gain an additional use at levels 10 (3), 15 (4), and 18 (5).
Reflexive Offensive
Brawler Specialist: 10th Level
When you would use your reaction to make an attack with your unarmed strike or natural weapon and you are holding no other weapons, you can make a second attack with the same reaction without use of your proficiency.
Additionally, while you are unarmored, you may choose to gain any benefits you would normally have when wearing light, medium, or heavy armor (your choice). If you would have benefits from multiple armor types, you can change which type you use at the end of each long rest.
Evasion
Brawler Specialist: 15th Level
When you are subjected to an effect that allows you to make a Dexterity 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.
Brutal Finisher
Brawler Specialist: 18th and 20th Level
Your finishing strikes are savage beyond compare. When you make an attack with your unarmed strike or natural weapon and roll a critical hit, you deal 2d10 additional damage of the same type. You also gain a number of charges each day equal to your proficiency bonus; you may choose to deal additional damage, expending 1-6 charges and dealing 2d10 additional damage per use expended. You regain these charges at the end of a short or long rest.
If any of the damage dice added from this feature roll at maximum, each hostile creature within 30 feet of you must make a Wisdom saving throw, DC equal to 8 + your bonus to hit with your unarmed strike or natural weapon. On failure, the creature is frightened until the beginning of your next turn. You have advantage on attack rolls against creatures frightened by this feature.
At 20th level, you can apply this damage to critical hits using any weapon with which you are proficient.
Carbonite Specialist
Those fighters who choose to become Carbonite Specialists utilize weaponry that punishes their foes with bitter, extreme colds. Carbonite Specialists rapidly slow the movement of their targets, making them vulnerable to coordinated attack, and even encase them in solidifying carbonite.
Ice Cold
Carbonite Specialist: 3rd, 10th, 15th, and 18th Level
You learn one at-will tech power that deals cold damage. You may cast it using a weapon that deals cold damage. This includes blasters that deal cold damage as a result of an ammunition type currently loaded. Intelligence is your techcasting ability for this power.
When you impose a saving throw against cold damage or the slowed condition, your saving throw DC is equal to 8 + your proficiency bonus + your Intelligence modifier, if it is not already higher.
When recharging spent unenhanced cryo cells, the cells don’t lose their special properties.
When you use your Action Surge, until the beginning of your next turn, you deal an additional 1d4 cold damage when you inflict cold damage from any source. This increases by 1d4 at levels 10 (2d4), 15 (3d4), and 18 (4d4).
Frigid Conditions
Carbonite Specialist: 7th Level
When you impose a saving throw against the slowed condition, you now apply two stacks of slowed on failure, or one on success. A creature who rolls a natural 20 on the save still does not gain a stack of slowed.
Additionally, you ignore difficult terrain caused by extreme cold climates.
Finally, over the course of a short rest, you can choose to spend 100 credits to winterize one set of unenhanced clothes. A creature who wears those clothes is adapted to cold climates and while wearing them, makes saves against that climate's hazards with advantage.
Bitter Chill
Carbonite Specialist: 10th Level
Your weapons and explosives that deal cold damage inflict one additional damage die. This includes blasters that deal cold damage as a result of an ammunition type currently loaded.
Additionally, you can cast the cryogenic suspension tech power once between long rests using your weapon that deals cold damage. You do not require concentration to maintain the power’s effects. Intelligence is your techcasting ability for this power.
Cold Capture
Carbonite Specialist: 15th Level
When recharging enhanced cryo cells, the cells don’t lose their enhanced properties.
Additionally, you can cast the carbonite tech power once between long rests using your weapon that deals cold damage. You do not require concentration to maintain the power’s effects, and the power’s maximum duration is indefinite. A creature frozen in this way is vulnerable to all damage, and can remake the saving throw upon taking damage. On success, the creature is no longer petrified and is instead restrained again, allowing it to make the original saves against carbonite each turn. Intelligence is your techcasting ability for this power.
Icy Dominion
Carbonite Specialist: 18th Level
You gain resistance to cold damage, and have advantage on saving throws to resist cold damage and the slowed condition.
When you impose a fourth stack of slowed on a creature, it must make a Constitution saving throw, DC equal to 8 + your proficiency bonus + your Intelligence modifier. On failure, it is restrained until the beginning of your next turn. On a natural 1, the creature is instead petrified for the same duration.
Additionally, you can now expend 1000 credits to winterize enhanced clothes. When you do, those clothes also have the benefits of an enviro-suit.
Covert Specialist
Those fighters who choose to become Covert Specialists train for wetwork that requires precision without hesitation. Covert Specialists pair all the firepower of an elite front-line soldier with the finesse of a special operations agent.
Bonus Proficiencies
Covert Specialist: 3rd level
You gain proficiency with the Stealth skill, a skill of your choice, and one specialist kit of your choice.
Sneak Attack
Covert Specialist: 3rd, 10th, 15th, and 18th level
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases at levels 10 (2d6), 15 (3d6), and 18 (4d6).
Expertise
Covert Specialist: 3rd and 10th level
Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.
At 10th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.
Cunning Action
Covert Specialist: 7th level
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge
Covert Specialist: 10th Level
When an attacker that you can see deals damage to you with an attack, you can use your reaction to halve the attack’s damage against you.
Evasion
Covert Specialist: 15th Level
When you are subjected to an effect that allows you to make a Dexterity 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.
Assassinate
Covert Specialist: 18th Level
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.
Electroweapon Specialist
Those fighters who choose to become Electroweapon Specialists master the arts of disabling foes in melee combat. Electroweapon Specialists deliver brutal electrified strikes that sabotage enemy casters and duelists alike.
Stinging Strikes
Electroweapon Specialist: 3rd level
When determining the save DC of your weapon's Shocking property, you can use the value of your Universal maneuver save DC, if it would be higher than the weapon's given value.
Additionally, the saving throw against the weapon's Shocking property is the same statistic you use to calculate your Physical maneuver save DC.
High Voltage
Electroweapon Specialist: 3rd level
When a creature succeeds on the saving throw against your weapon's Shocking property, it takes half the Lightning damage rolled and isn't shocked.
Backlash
Electroweapon Specialist: 7th level
When a creature fails the saving throw against your weapon's Shocking property, you can expend a superiority die and add the value rolled to the lightning damage dealt.
Additionally, when you succeed on a saving throw against a power, you can immediately use your reaction to move up to half your speed toward the caster. If you end your movement within attack range of the caster, you can immediately make a melee weapon attack against the
target as part of the reaction. This movement does not provoke opportunity attacks. You may use this a number of times equal to your proficiency bonus, as seen in the Fighter class table, between short and long rests.
Training Focus
Electroweapon Specialist: 10th level
You gain your choice of Fighting style from Dual Wield style, Great Weapon style, or Twin-Blade style. If you already have one of these options, you can choose to select the corresponding Fighting Mastery instead.
Additionally, the lightning damage dealt by the Shocking property increases by 1d4 (2d4).
Combat Resilience
Electroweapon Specialist: 15th level
You gain advantage on Strength, Dexterity, and Constitution saving throws against Force and Tech powers.
When you use your Indomitable feature, you gain a number of temporary hit points equal to 1d10 plus your Constitution modifier. Any damage taken from the triggering saving throw is first deducted from these temporary hit points, and you take any remaining damage.
Crippling Discharge
Electroweapon Specialist: 18th level
A creature who rolls a natural 1 on the save against your weapon's Shocking property is stunned for one minute. A creature stunned in this way remakes the save at the beginning of its turns, ending the effect on success.
Additionally, the lightning damage dealt by the Shocking property increases by 1d4 (3d4).
Gunner Specialist
Those fighters who choose to become Gunner Specialists master the practice of laying down brutal suppressing fire. Gunner Specialists neutralize threats at short range with extreme attack speed, disregarding any concerns of ammunition stores.
Bonus Proficiencies
Gunner Specialist: 3rd level
You gain proficiency with the munitions kit. Additionally, when you engage in crafting with a munitions kit, the rate at which you craft doubles.
Shotgun Surgeon
Gunner Specialist: 3rd level
Your blaster fire is especially difficult to evade at close range. When you are adjacent to the target of your rapid fire or one of the squares targeted by your burst fire, the target creatures make their Dexterity saving throw at disadvantage.
Additionally, you ignore one-quarter and half cover within half your weapon’s normal range when you make burst and rapid fire attacks.
Rapid Reload
Gunner Specialist: 3rd level
As a bonus action or reaction on your turn, you can fully reload one blaster you are holding that uses power cells or slug cartridges regardless of magazine size increases from adventuring gear or weapon modifications. If you are holding multiple blasters, you can reload each one with the light property using this feature.
Volley
Gunner Specialist: 7th level
When you use your blaster’s burst fire, instead of targeting a 10-foot cube, you may fire in a cone of maximum length and width equal to half your blaster’s normal range. Increasing the weapon's normal and long range with modifications does not alter volley's range.
You can use this feature a number of times equal to your proficiency bonus, as shown in the fighter table, and only once per round. You regain all uses after a short or long rest.
Concentrated Fire
Gunner Specialist: 10th level
When a creature succeeds on a Dexterity saving throw against your weapon’s burst or rapid fire, they take half damage.
Additionally, when you are firing from a starship or vehicle, you suffer no penalties to your attacks when the pilot takes the evade action or your target is within close range.
Finally, when a creature fails a Dexterity saving throw against your burst or rapid fire, you can expend a superiority die to apply one of your maneuvers.
Brutal Salvo
Gunner Specialist: 15th level
When a creature rolls a natural 1 on its Dexterity saving throw against your weapon’s burst fire, you can roll the weapon’s damage dice again and add it to the damage dealt to that creature.
Additionally, if your blaster has the brutal property, when a creature rolls a natural 1 on its Dexterity throw against your weapon’s burst or rapid fire, you can roll the weapon’s damage dice a number of times equal to the brutal value, adding the total rolled to the damage dealt to that creature.
Overwatch
Gunner Specialist: 18th level
You have mastered close-range gunplay and dominate gunfights in small spaces. While wielding a blaster weapon with the burst and/or the rapid property, you can use a bonus action to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you have a number of special reactions equal to your proficiency bonus that you can only use to make opportunity attacks. You can use the blaster to make opportunity attacks, but must have and expend ammunition in the magazine for each attack you make. You can only take one reaction per turn.
You gain the following benefits while using this stance:
- Other creatures provoke an opportunity attack from you when they move to within 15 feet of you.
- When a creature falls prone within 5 feet of you, they provoke an opportunity attack from you.
- When a prone creature within 15 feet of you attempts to stand, they provoke an opportunity attack from you.
- When a creature within 15 feet of you misses you with a weapon attack, they provoke an opportunity attack from you.
- Creatures within 15 feet of you provoke opportunity attacks from you even if they take the Disengage action.
Journeyman Specialist
Those fighters who choose to become Journeyman Specialists have experienced a minor awakening of the Force amid the pursuit of martial endeavors. Journeyman Specialists reach out to gain additional knowledge and manipulation of the battlefield around them, and reinforce themselves and their reflexes with preternatural instinct.
Foe Sense
Journeyman Specialist: 3rd, 10th, and 18th Level
You steady yourself to sense all that surrounds you. As an action, you can initiate Foe Sense, and for up to one minute, you can see all creatures and traps within 30 feet of you regardless of cover, obstruction, or line-of-sight. A trap, for this ability, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended by its creator. A creature or object gains no benefits against you for being invisible while the effect is maintained. The effect’s radius increases to 60 feet at 10th level, and to 90 feet at 18th level.
You must concentrate to maintain this effect, as if concentrating on a power. If you fail the saving throw to maintain concentration, you can use your reaction to reattempt it. At 18th level, you no longer need to concentrate to maintain this effect.
You can use this feature twice between long rests, and gain additional uses at levels 10 (3) and 18 (4).
Bad Feeling
Journeyman Specialist: 3rd Level
You have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.
Once you’ve used this feature, you can’t use it again until you finish a long rest.
Cautioned Confidence
Journeyman Specialist: 7th Level
While unarmored, you can add your Wisdom or Charisma modifier (your choice) to your AC. While wearing light or medium armor, you can instead add half your Wisdom or Charisma modifier (rounded up) to your AC.
Awakened Talent
Journeyman Specialist: 10th and 18th Level
Choose one Force power of 1st level. You learn the power, if you didn’t know it already. Additionally, you can cast that power at-will without force points, using Wisdom or Charisma (your choice) as your forcecasting statistic.
You can choose a second 1st level power at 18th level.
Exploit Fixation
Journeyman Specialist: 10th Level
You have advantage on attack rolls against creatures you have charmed or frightened.
Avoidance
Journeyman Specialist: 15th Level
When you are subjected to an effect that allows you to make a Dexterity 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.
Overconfidence
Journeyman Specialist: 18th Level
You reduce damage you take from weapons, explosives, and any source you can see, by your Wisdom or Charisma modifier (your choice).
Waru Order
Monks of the Waru Order (also known as the Cult of Waru) bear a fraction of the trans-dimensional being's power, potent in its healing properties as well as its ability to consume life and Force entities.
Waru's Healing
Waru Order: 3rd Level
As an action, you can spend 1 focus point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom or Charisma modifier (your choice, minimum of 1). If you've sworn the Vow of Restoration, you can instead use this in place of any unarmed strike, and can also apply half your Wisdom or Charisma modifier (rounded up, minimum of 1) to the hit points restored.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a focus point for the healing.
Waru's Harm
Waru Order: 3rd Level
Once per turn, when you hit a creature with an unarmed strike, you can spend 1 focus point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom or Charisma modifier (your choice, minimum of 1).
If the attack reduces a creature to 0 hit points and you expended the focus point, you gain temporary hit points equal to the rolled necrotic damage.
Golden Ichor
Waru Order: 6th Level
When you use Waru's Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, shocked, slowed, stunned, or weakened.
When you use Waru's Harm on a creature, you can subject that creature to one of the following conditions until the end of your next turn: corroded 1, poisoned, shocked, or weakened.
Additionally, when you have 0 focus points remaining, you can use an ability that would require focus points by taking three points of true damage per focus point expense. This damage cannot be reduced in any way, and your maximum hit points are reduced by the same value until you finish a long rest.
Force Eater
Waru Order: 11th Level
When you succeed on a saving throw against a Force power of 1st level or higher, you regain a number of expended focus points equal to one-third the power's level (rounded down, minimum of one), up to half your maximum. You can regain a total number of focus points between long rests equal to twice your proficiency bonus.
Additionally, when you would be the target of a Force power of level equal to or less than your proficiency bonus, you can choose to be immune to its effects. You regain no focus points from a power you ignore in this way, and you can use this feature twice between long rests.
Gift of Sacrifice
Waru Order: 17th Level
You perfect the art of life transference. You gain two abilities, each of which you can expend 5 focus points to activate as an Action against a target within 5 feet:
- Revitalize. You can touch the corpse of a creature that died within the past 24 hours. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom or Charisma modifier (your choice, minimum of 1). If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, disease, paralyzed, poisoned, and stunned.
- Consume. You consume an aberration, beast, or humanoid of size Large or smaller that is incapacitated or grappled by you. The target must make a Constitution saving throw against your focus save DC, taking 10d10 + your Wisdom or Charisma modifier (your choice) necrotic damage on failure or half as much on success. If this reduces a creature to 1/10th its maximum hit points or less, it is instantly killed and digested by you, along with all unenhanced items it was wearing or carrying. You immediately regain hit points equal to half the creature's maximum hit points or the damage dealt (whichever is fewer), up to your maximum and removing any maximum hit point reduction effects you were suffering from for the restored hit points that overlap. If the creature had remaining Force points, you regain expended focus points of the same amount, up to your maximum.
Once you use either ability of this feature, you can't use it again until you finish a long rest.
Adaptation Practice
Those operatives who choose the Adaptation Practice pride themselves on effective preparation, and where necessary, improvisation. They demonstrate a keen eye to identify their needs, and the capacity to create quick and effective solutions on the fly.
Bonus Proficiencies
Adaptation Practice: 3rd Level
You gain proficiency with gadgeteer's implements and two weapons of your choice.
Fabricator Matrix Pack
Adaptation Practice: 3rd Level
You learn to modify and combine your gadgeteer's implements and a reinforced backpack, creating a rapid-fabrication matrix from which you can create and retrieve unenhanced items with ease. Over the course of a long rest, you can create your fabricator matrix pack. You must have gadgeteer's implements, a backpack, and 100 credits in materials in order to construct it, and must have the same requirements to replace a lost one. Your fabricator matrix pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for any tech powers you gain from other features while you are attuned to it.
As a bonus action, you can pull an unenhanced and standard-quality adventuring gear item from the pack, expending the item's base price in credits. You can draw up to a total credit value of items equal to your Operative level times your Proficiency Bonus x 50 between long rests.
Probing Strikes
Adaptation Practice: 3rd Level
You focus on gathering information from enemies when launching attacks against them. 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 probing strike.
Some of your probing strikes require your target to make a saving throw to resist the probing strike’s effects. The saving throw DC is calculated as follows:
Probing Strike save DC = 8 + your proficiency bonus + your Intelligence modifier
Artificial Vulnerability
You attempt to prime the target for a specific damage type. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time the target would take the specified damage type before the beginning of your next turn, it takes double the damage inflicted.
Mobility Shift
You attempt to either immobilize your target, or propel yourself onward. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, either your speed increases or the target's speed decreases by 5 times the higher amount rolled on the dice, until the beginning of your next turn. On a successful save, your speed instead increases by 5 times the lower amount until the end of your next turn.
Recognize Desires
You attempt to infer the material needs and wants of your target. The creature must make a Charisma saving throw. On a failed save, the DM tells you what unenhanced items the target is interested in. If you present these items to the target, you have advantage on Charisma checks against or in contest with the creature to end current hostilities.
Optimized Expense
Adaptation Practice: 9th and 17th Level
You can now draw up to a total credit value of items equal to your Operative level times your Proficiency Bonus x 100 between long rests. Replacing your fabricator matrix pack now costs 200 credits in materials.
The price of unenhanced items you draw from your fabricator matrix pack decreases by a percentage equal to 10 times your Intelligence modifier. You can now draw premium adventuring gear from the pack, at the cost of 5 times its unenhanced or standard-quality price.
When you engage in downtime activities, the resource costs are also decreased by a percentage equal to 10 times your Intelligence modifier. If you are proficient in the activity's check, you add a +5 bonus to d20 checks for activity resolution.
In addition, Strength and Dexterity requirements for weapons you use are reduced by 2. At 17th level, they are reduced by an additional 2 (-4).
Effective Preparations
Adaptation Practice: 13th Level
You can now draw up to a total credit value of items equal to your Operative level times your Proficiency Bonus x 200 between long rests. Replacing your fabricator matrix pack now costs 500 credits in materials.
At the end of each long rest, you may choose one of each of the following, which lasts until the end of your next long rest:
- Resistance to one damage type of your choice
- Advantage on saving throws of a category of your choice
- Proficiency in one skill or tool of your choice, or expertise if you are already proficient
- The ability to read, write, and speak an additional language
Additionally, when you use healing items, you can use your Intelligence modifier in place of the target's Constitution modifier when calculating how many hit points it regains.
Perfect Contingency
Adaptation Practice: 17th Level
You can now draw up to a total credit value of items equal to your Operative level times your Proficiency Bonus x 500 between long rests. Replacing your fabricator matrix pack now costs 1000 credits in materials.
You can now draw prototype adventuring gear from the pack, at the cost of 25 times its unenhanced or standard-quality price.
Once between long rests, when you use a healing item or explosive, you can forego rolls for healing or damage and instead treat the roll as maximum value.
Shinobi Practice
Rather than strive to match the direct power of superior-equipped foes, many operatives (such as the warriors of the Kage) instead train themselves to act invisibly, adapt to their opponents’ styles, and when the time is right, deliver lethal force. Those operatives who choose the Shinobi Practice master stealth, evasion, and technique to overcome powerful foes.
Technique Superiority
Shinobi 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 Shinobi Practice 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 column of the Shinobi Practice table. This die changes as you gain operative levels, as shown in the Technique Superiority column of the Shinobi Practice table. A superiority die is expended when used.
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
Shinobi Arts
Shinobi Practice: 3rd Level
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Shinobi weapons, which are simple weapons and weapons with the Finesse, Power Cell, or Slug Cartridge properties that do not have the Special property.
You gain the following benefits while you are unarmed or wielding only Shinobi weapons:
- Your unarmed strikes and Shinobi weapons gain the Finesse property.
- You can roll a d4 in place of the normal damage of your unarmed strike or Shinobi weapon. This die increases as you gain operative levels, matching the size of your Technique Superiority die.
- You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
- When you use the Attack action with an unarmed strike or a Shinobi weapon on your turn, you can make one unarmed strike or Shinobi weapon attack as a bonus action.
Evasive Flow
Shinobi Practice: 9th, 13th, and 17th level
With dedicated training, you have gained a deeper understanding of combat rhythm. You may select two martial vibroweapons, and another at levels 13 and 17. You gain proficiency with them and treat them as Shinobi weapons.
Additionally, you gain the following features:
- When you use your uncanny dodge feature, you may teleport up to 10 feet in any direction. This distance increases at levels 13 (15 ft) and 17 (20 ft).
- When you use your Action or Bonus Action to make a ranged attack with a thrown weapon, you can draw another weapon and make an additional thrown weapon attack without proficiency using the additional weapon. You can make more simultaneous throwing attacks without proficiency with this feature at levels 13 (two attacks) and 17 (three attacks).
You can use both of these features a number of times equal to your proficiency bonus, as shown on the operative table. You regain all expended uses when you complete a long rest.
Shadow Combat
Shinobi Practice: 13th level
Your skill with fighting under cover of darkness leaves your prey struggling to counter. You gain the following features:
- While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
- When you would deal sneak attack damage, you can choose to forego that damage to utilize one of your known maneuvers without expending a superiority die.
Phantom Stride
Shinobi Practice: 17th Level
When you use your bonus action to take the Dash, Disengage, or Hide action, you may also take the Dodge action (no action required). In addition, when you deal a critical hit against blinded or deafened targets, they must roll a Constitution saving throw against your general maneuver DC. On failure, the target takes double damage.
The Shinobi Practice
Level | Technique Superiority | Superiority Dice | Maneuvers Known |
---|---|---|---|
3rd | d4 | 2 | 2 |
4th | d4 | 2 | 2 |
5th | d6 | 3 | 4 |
6th | d6 | 3 | 4 |
7th | d6 | 3 | 5 |
8th | d6 | 3 | 5 |
9th | d8 | 4 | 6 |
10th | d8 | 4 | 6 |
11th | d8 | 4 | 7 |
12th | d8 | 4 | 7 |
13th | d10 | 5 | 9 |
14th | d10 | 5 | 9 |
15th | d10 | 5 | 10 |
16th | d10 | 5 | 10 |
17th | d12 | 6 | 11 |
18th | d12 | 6 | 11 |
19th | d12 | 6 | 12 |
20th | d12 | 6 | 12 |
Skulduggery Practice
Spending lives mired in schemes, cheats, and all sorts of underhanded tactics, operatives routinely redefine the low road, but those of the Skulduggery Practice are among the worst of the worst. Those operatives who choose the Skulduggery Practice pride themselves in the plans they cook up, and manipulate others into helping or enabling their intentions.
Master of Deception
Skulduggery Practice: 3rd level
You gain proficiency with three choices among the disguise kit, the forgery kit, or a gaming set. You can use one choice to learn a language instead.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular culture or group, provided that you know the language.
Master of Tactics
Skulduggery Practice: 3rd level
You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be any creature within range of your ally's attack, rather than within 5 feet of you, if the ally can see or hear you.
Additionally, if you don't take the Attack action on a round that you use the Help action to aid an ally's weapon attack, and the ally's attack is successful, you can use your reaction to apply your Sneak Attack damage to the attack's weapon damage.
Dastardly Attack
Skulduggery Practice: 3rd level
You’ve learned ways to use your martial ability to influence others. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dastardly attack.
Some of your dastardly attacks require your target to make a saving throw to resist the attack’s effects. The saving throw DC is as follows:
Dastardly Attack save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier (your choice)
Broken Guile
You attempt to startle the target into retreating. The target must make a Wisdom saving throw. On failure, it is frightened of you until the beginning of your next turn, and must use its movement to move as far away from you as possible. When the effect ends or the creature succeeds on the save, it is immune to this effect for 24 hours.
Covering Fire
You protect an ally while they work. Choose one friendly creature who can see or hear you. Before the beginning of your next turn, when that creature makes a skill check or
saving throw, they can roll two of your Sneak Attack dice. That creature adds the rolled value to the total of their check.
Forced Blunder
You attempt to cause a target with a loaded blaster to discharge their weapon in the wrong direction. The target must make a Strength or Dexterity saving throw (their choice). On failure, it makes a ranged weapon attack with disadvantage against a target of your choice.
Expert Manipulator
Skulduggery Practice: 9th and 17th level
When you use your Bad Feeling ability, instead of moving, you can choose to take the Attack action with advantage.
Additionally, if you spend at least 1 minute observing or interacting with another creature outside combat, you can determine information about it. You can learn accurate information about one selection from the following options:
- Current hit points
- Current armor class
- Two ability score values
- A yes or no answer regarding an ability of the target
- The target's emotional state
- A primary desire of the target
At 17th level, once per turn when you succeed on an attack roll, ability check, or skill contest against the target, or the target fails a saving throw controlled by you, you can learn one selection from the list of your choice.
Misdirection
Skulduggery Practice: 13th level
When you are targeted by an attack from a source you can see, and the attack would hit, you can use your reaction to make a Dexterity saving throw (DC equal to the total attack roll). On success, you evade the attack.
If there was a creature within 5 feet of you providing cover from the attack, you can choose to redirect the attack to the adjacent creature.
Liar's Promise
Skulduggery Practice: 17th level
Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, enhanced effects that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by enhanced effects.
Spacer Practice
Operatives who find their careers spent in space devote themselves to a wide variety of roles, learning new details every day as they work to keep up with the complex needs of a starship and pick up the slack of struggling crewmates. Those operatives who choose the Spacer Practice recognize functional weaknesses (to correct or exploit), and are invaluable in space combat.
Bonus Proficiencies
Spacer Practice: 3rd level
You gain proficiency with one skill and kit of your choice.
Flexible Crewmate
Spacer Practice: 3rd, 9th, 13th, and 17th level
The maximum number of ranks you can gain in deployments increases by 1. You can still only gain 5 ranks in a deployment. Additionally, you gain 1 rank in a deployment of your choice. This rank does not count towards or affect your prestige. Both your maximum number of ranks and your total deployment ranks increase by 1 again at levels 9, 13, and 17.
Finally, when you would make a check with your skill or tool proficiencies in lieu of ship checks, you no longer make them at disadvantage.
Deployment Master
Spacer Practice: 9th and 17th level
You gain the ability to stretch your skill in a deployment beyond your peers. Select one deployment option among your current ranks. As long as you meet the prerequisites, you gain the associated feature listed. You gain another at level 17.
Coordinator
Prerequisite: Persuasion Proficiency
Select one of your known collaborations. You no longer need to expend a power die to use it.
Gunner
Prerequisite: Proficiency with All Blasters
Once per turn, when you have advantage on a ship attack roll or an allied ship is within 50 feet of the target and you hit, you may apply half your Sneak Attack damage (rounded up).
Mechanic
Prerequisite: Mechanic’s Kit Proficiency
You gain an additional tech die of the same size as your original die. When you would roll a tech die, you may choose to roll either one.
Operator
Prerequisite: Slicer’s Kit Proficiency
You learn an additional number of disruptions equal to half your proficiency bonus (rounded up). Additionally, when you roll a power die and roll the minimum value, the die is not expended.
Pilot
Prerequisite: Piloting Proficiency
While piloting a ship, once per round, you may make two reactions to the same trigger.
Technician
Prerequisite: Technology Proficiency
Whenever you recover points to your ship’s hull or shields, the amount increases by your Intelligence modifier.
Vulnerability Assessment
Spacer Practice: 13th level
Your intimate knowledge of starship design has led to a wider understanding of mechanical engineering and recognition of design vulnerabilities. Your attacks deal double damage to constructs, objects, and buildings. Additionally, you do not require advantage nor suffer disadvantage when you make called shots to sunder a held weapon or ship hardpoint.
Unified Ship
Spacer Practice: 17th level
At the end of each long rest, select a number of friendly creatures equal to your Intelligence modifier. While deployed on the same ship as you, those creatures that have ranks within at least one of your deployments gain all the benefits you have for that deployment, including your chosen Deployment Master features (if they meet its prerequisites). The benefits last until your next long rest.
In addition, when your ship rolls to regain a power die and does not gain a die, you may reroll and must take the new roll.
Spacer Exploits
When you select this practice, you gain access to new exploits which reflect your experience maintaining (and manipulating) spacecraft. Whenever you learn a new exploit, you can choose from any of the following as well. The exploits are listed in alphabetical order.
Crewman’s Exploit
You choose a starship venture. You can select this exploit multiple times, each time choosing a venture.
Ionizing Exploit
Prerequisite: 9th level
The first time you deal weapon damage on each turn, you deal additional Ion damage equal to your Intelligence modifier.
Supplement’s Exploit
Prerequisite: 13th level
When you use the help action on a crewmate’s check, and the value is less than 10 + your bonus to the same check, the result is 10 + your bonus instead.
Targeting Exploit
You can use your Dexterity or Intelligence Modifier in place of the ship’s Wisdom modifier for making ship attack rolls.
Stonepower Practice
A result of bonding to Blue Stone, those operatives who choose the Stonepower Practice draw on the mineral's potent Force connection to perform feats of telekinetics and unnatural coordination.
Stonepower
Stonepower Practice: 3rd Level
With a bond to blue stone, you exercise an unorthodox connection to the Force. This connection is represented by your Force Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various stonepower abilities you have, which are detailed below.
Some of your stonepower abilities expend the Force Energy die they use, as specified in the ability's description, and you can't use a stonepower ability if it requires you to use a die when your dice are all expended. You regain all your expended Force Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Force Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Force Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The stonepower abilities below use your Force Energy dice.
Force-Bolstered Talents. When your ordinary training fails you, your connection to the Force can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Force Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Force Detection. You can reach out and sense energy of the Living Force. As an action, you can cast the Force Sight power without using force points or requiring concentration, and roll a Force Energy die. The power persists for a number of hours equal to the number rolled. The first time you use this power after each long rest, you don't expend the Force Energy die. All other times you use the power, you expend the die.
Stone Blades
Stonepower Practice: 3rd Level
You can utilize your stonepower as telekinetic blades of blue stone. Whenever you take the Attack action, you can manifest a stonepower fragment and make the attack with that weapon. This stone blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals force damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target.
After you attack with the weapon, you can make a melee or ranged weapon attack with a second stonepower blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Stone Strike
Stonepower Practice: 3rd Level
You learn a number of techniques to wield stonepower with cunning mastery. When you deal Sneak Attack damage with your stone blades, you may choose to forgo two of your Sneak Attack dice to perform a Stone Strike maneuver.
Some of your Stone Strike maneuvers require your target to make a saving throw to resist the Stone Strike maneuver’s effects. The saving throw DC is as follows:
Stone Strike save DC = 8 + your proficiency bonus + your Dexterity modifier
Deflecting Blades
You prepare your stone blades to defensively counter incoming attacks. Roll two sneak attack dice; until the beginning of your next turn, you can reduce cumulative weapon damage you take by the amount rolled (no action required). You can choose to split the reduction between multiple sources of damage, and you can't reduce a source of damage to less than 1 point.
Distracting Blades
You attempt to sabotage a concentrating creature's casting. The creature immediately makes an additional concentration check with the same DC. Additionally, if this creature casts a power before the beginning of your next turn, you can use your reaction to make one attack against it using your stone blades. On a hit, you deal bonus damage equal to two sneak attack dice.
Flanking Blades
You attempt to thrust a stone blade into your target, seeking a weak point. The creature makes a Constitution saving throw, being stunned until the end of its next turn on failure. If the creature takes damage while it is stunned in this way, it suffers additional damage of the same type equal to two sneak attack dice. After taking this damage, the effect ends on the creature.
Force Blades
Stonepower Practice: 9th Level
Your connection to the blue stone deepens, granting you new uses for your Force Energy dice:
Homing Strikes. If you make an attack roll with your Stone Blades and miss the target, you can roll one Force Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Force Energy die.
Force Translocate. As a bonus action, you manifest one of your Stone Blades, expend one Force Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Veil of the Force
Stonepower Practice: 13th Level
As an action, you can become invisible, 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, unless you expend a Force Energy die to use this feature again.
Stonepower Barrage
Stonepower Practice: 17th Level
Once on your turn, when you use your Action or Bonus Action to attack with your stoneblades, you can now make two attacks.
Additionally, you gain an additional reaction each round, which you can use to make opportunity attacks with your stone blades. You can only take one reaction on a given turn.
Finally, you can now cast the Telekinesis and Telekinetic Shield force powers at 5th level. Once you cast either power with this feature, you can't do so again until you finish a long rest, unless you expend a Force Energy die to use this feature again.
Stonepower Exploits
When you select this practice, you gain access to new exploits which reflect your continuing mastery of stonepower. Whenever you learn a new exploit, you can choose from any of the following as well. The exploits are listed in alphabetical order.
Distant Strike
Prerequisite: 9th Level
When making a ranged attack with your stone blades, you can roll a Force Energy die to extend the range by a number of feet equal to 10 times the number rolled. If this causes the attack to place your target within range, you expend the Force Energy die.
Force Amateur
You learn and can cast one 1st-level force power once per long rest. Your forcecasting ability is Wisdom or Charisma (your choice). You can expend a Force Energy die to cast it again.
You can select this exploit multiple times. Each time you do so, you must choose a different power.
Inevitable Harm
Prerequisite: 13th Level
Your weapon damage rolls with your stone blades gain a minimum roll threshold, discussed in chapter 7.
Lethal Strikes
Prerequisite: 5th Level
You increase the damage die for both your stoneblade actions by one size (d4 > d6, d6 > d8, d8 > d10).
You can select this exploit multiple times.
Puncturing Force
Prerequisite: 5th Level
You gain a +1 bonus to attack rolls made with your stone blades. This bonus increases to +2 at 9th level and +3 at 13th level.
Tandem Practice
Those operatives who choose the Tandem Practice master fighting with the aid of smart blasters mounted to their shoulder or back. Two shooters in one, they strike and maneuver while their unpredictable cannon lashes out on foes.
A Gun at My Back
Tandem Practice: 3rd Level
You gain proficiency in shoulder weapons, which are the shoulder blaster and shoulder cannon. Your attacks with shoulder weapons do not have disadvantage against targets within 5 feet. While equipped, you can make one attack as a free action on your turn with it, without using its proficiency bonus. If this attack meets the usual requirements of Sneak Attack, it deals bonus damage equal to half your operative level (rounded up).
When you use your Action on your turn to attack with your shoulder weapon using burst or rapid fire, a creature who fails the saving throw also suffers your Sneak Attack damage, so long as they didn’t have advantage on the save. When multiple creatures fail the saving throw against the burst property, you can divide your Sneak Attack dice amongst the targets as you see fit.
When a creature moves to within 10 feet of you or attempts to leave, they provoke an attack of opportunity. You may use the shoulder weapon for this attack.
Multi-Angle Shooter
Tandem Practice: 3rd Level
You learn a number of angling techniques to distract foes and support allies. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a multi-angle maneuver.
Some of your multi-angle maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is as follows:
Multi-Angle save DC = 8 + your proficiency bonus + your Dexterity modifier
Duplicate Shot
The shoulder weapon makes an additional attack against your target without proficiency. If the attack hits, the target takes the shoulder weapon’s normal damage plus two Sneak Attack die.
Scanning Optics
Until the beginning of your next turn, you gain blindsight to the normal range of your shoulder weapon. Hostile creatures in range gain no benefit from being invisible for this duration.
Targeting Instruments
You highlight a target creature for your allies and shoulder weapon. The creature makes a Dexterity saving throw. On failure, the next attack roll made against the creature has advantage. If no friendly creatures have attacked the target creature by the beginning of its turn, when it moves within 30 feet of you or makes a weapon attack, the target incites an attack of opportunity from your shoulder weapon.
Crossing Lines
Tandem Practice: 9th, 13th, and 17th Level
Your shoulder weapon gains a +1 bonus to attack rolls, and another at levels 13 (+2) and 17 (+3). While a hostile creature is aware of it, you have the same bonus to your Charisma checks against or in contest with that creature.
When you would modify your shoulder weapon with armstech’s implements, you are considered proficient in the checks. If you are already proficient, you are considered to have expertise.
Lastly, your shoulder weapon is considered to have the disguised property.
When You Get Desperate…
Tandem Practice: 13th Level
At the beginning of your turn, if your shoulder weapon is out of ammunition, it automatically reloads using an unused power cell in your inventory. You must have a power cell for this feature to function.
When you use your shoulder weapon’s free attack, if it meets the requirements of Sneak Attack, it now deals half your normal Sneak Attack dice.
Finally, any blaster you are proficient with that has the Smart property can now be mounted on your shoulder and used as a shoulder weapon.
…Your Rules Start To Change.
Tandem Practice: 17th Level
You gain an additional reaction each round, which you can use on opportunity attacks with your shoulder weapon. When a hostile creature moves within 30 feet of you or makes a weapon attack, the target incites an attack of opportunity from your shoulder weapon.
Additionally, when you use your shoulder weapon’s free attack, you now apply your proficiency bonus to the attack roll. Instead of applying your proficiency to your attack, you can choose to apply twice your proficiency bonus to the damage roll.
Cannoneer Pursuit
Shapers of warfare, cannoneers conduct heavy arms fire upon battles with commanding force. Those scholars who choose the Cannoneer Pursuit master control and coordination of artillery units to devastate the enemy mustered against them.
Battlefield Sentinel
Cannoneer Pursuit: 3rd level
You gain proficiency with artillerist’s implements and the Perception skill. Additionally, you can’t have disadvantage on checks you make with them.
Turret Companion
Cannoneer Pursuit: 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. You can cast the power once per day without spending tech points, using a wristpad.
- 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 number of available Hit Dice that can be spend to restore hit points 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, you and creatures of your choice within a 10-foot radius of the turret increase your ranged weapons' normal and long range values by half.
Both the activation range and effect radius increase to 30 feet at 11th level, and 60 feet at 17th level.
Target Marking
Cannoneer Pursuit: 3rd level
Your Critical Analysis range is increased to 90 feet. When targeting the subject of your Critical Analysis, your turret can use its Intelligence ability modifier instead of its Strength or Dexterity for attack and damage rolls. It must use the same modifier for both rolls.
Additional Maneuvers
Cannoneer Pursuit: 3rd level
You gain access to new maneuvers which reflect your mastery of artillery. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Assisted Fire
Universal Maneuver
Prerequisite: Companion
As a bonus action, you expend a superiority die and grant your companion advantage on the first attack roll they make before the beginning of your next turn.
Assisted Fire (Improved)
Universal Maneuver
Prerequisite: Assisted Fire
When you use the Assisted Fire maneuver, your companion has advantage on the first two attack rolls they make, instead of one, before the beginning of your next turn.
Assisted Fire (Greater)
Universal Maneuver
Prerequisite: Assisted Fire (Improved)
When you use the Assisted Fire maneuver, your companion also has advantage on damage rolls of its first two attacks before the beginning of your next turn.
Reorient
Mental Maneuver
Prerequisite: Companion
When your companion takes weapon damage or fails a saving throw, you may use your reaction and expend a superiority die to give them advantage on their next attack roll.
Rush Salvo
Universal Maneuver
Prerequisite: Companion
As a bonus action, you expend a superiority die and command your companion to fire. Your companion may make a ranged weapon attack (no action required) against a target in range, without using its proficiency bonus.
Rush Salvo (Improved)
Universal Maneuver
Prerequisite: Rush Salvo
When you use the Rush Salvo maneuver, your companion may use its proficiency bonus in its attack roll.
Rush Salvo (Greater)
Universal Maneuver
Prerequisite: Rush Salvo (Improved)
When you use the Rush Salvo maneuver, your companion may instead choose to make two ranged attack rolls, both without proficiency.
Technical Expertise
Mental Maneuver
When you would make an ability check with a specialist kit or artisan's implements with which you are proficient, you can expend a superiority die and increase the total of the check by the value rolled.
Advanced Tactical Functions
Cannoneer Pursuit: 6th level
While you can see your turret, it can use any maneuvers you know that modify attack or damage rolls. It draws from your pool of superiority dice to utilize these maneuvers.
In addition, while your turret is the subject of your critical analysis, it ignores one-quarter, half, and three-quarters cover of targets of its ranged weapon attacks.
Lastly, while within 5 feet of the turret, a friendly creature may cast tech powers with a range of 5 feet or greater through the turret, using the turret's reaction immediately after the casting of the power. When cast in this way, the power's range extends to the range of the turret's primary blaster weapon.
Readied Resolve
Cannoneer Pursuit: 9th Level
When you use your Action to make a Perception check beyond 30 feet, your turret can hold an Attack action as part of the same action.
Additionally, while within your turret's radius, you can add your Intelligence modifier to the first saving throw you make each round that doesn't already include it.
Maximum Firepower
Cannoneer Pursuit: 17th level
As an Action, your turret can make a ranged attack against any number of creatures within 20 feet of a point it can see within its weapon’s range. It must have and expend ammunition for each target it fires upon.
It can use this action once per short rest, or again if it chooses to suffer a stack of Superheated. While Superheated, the turret takes 1d4 Fire damage per stack of Superheated each time it makes a weapon attack and gains one stack of exhaustion after finishing this action. All stacks of Superheated expire after one minute elapses without the turret making any blaster attacks.
Cannoneer Discoveries
When you select this pursuit, you gain access to new discoveries which reflect your mastery of artillery. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Assisted-Payload Amplifier
Prerequisite: 9th Level
When a friendly creature casts a tech power through your turret, they have advantage on damage rolls of the power. If the power inflicted no damage, targets instead have disadvantage on their saving throws to resist the power's effect.
Belt-Feeding Drums
Your turret's blaster weapons gain additional munitions storage equal to five times their normal reload values. Once per turn, the turret can reload a blaster (no action required) using ammunition in the drums.
Calm Under Pressure
While within your turret's radius, you and friendly creatures have advantage on saving throws to maintain concentration and resist the charmed and frightened conditions.
Crushing Force
Prerequisite: 9th Level
When a creature rolls a natural 1 on a saving throw to resist damage from an effect controlled by your turret, they take maximum damage.
Enhanced Sensory Instruments
Prerequisite: 13th Level
Your turret gains 60 feet of truesight. While within its radius, friendly creatures share this truesight.
Night Optics
Your turret gains 120 feet of darkvision. While within its radius, friendly creatures share this darkvision.
Reserve Firepower
Friendly creatures within 10 feet of the turret can connect up their blaster weapon to the turret's weapon power supply as a bonus action. While connected, the blaster weapon is tethered and cannot move beyond 10 feet from the turret until the creature disconnects it from the power supply as an bonus action. A creature who makes a blaster attack with the tethered weapon can expend shots from the turret's magazine instead of its own if both weapons use the same ammunition type.
Additionally, if a power or effect would disable either the turret or the connected weapon but not the other, the disabled turret or weapon instead remains active.
Supplementary Capacitors
Prerequisite: 13th Level
Friendly creatures can store tech powers in your turret for it to use. The creature spends the requisite casting time and expends the necessary tech points, but no immediate effects occur until the turret chooses to cast the power using the power's casting time. When cast, the turret uses the donor creature's tech attack modifier and tech save DC.
Your turret can store a number of tech power levels equal to its level. It can only cast powers of level up to a number equal to its proficiency bonus. Stored powers persist for up to 8 hours, after which they expire.
The Last Voice You Hear
Your proficiency with the Intimidation skill increases by a number of proficiency tiers equal to half your proficiency bonus, rounded up, while within your turret's radius.
Dissident Pursuit
Dissidents commit themselves to the twinned goals of unifying the oppressed and toppling the oppressors. Those scholars who choose the Dissident Pursuit train themselves in guerilla warfare tactics and rally their allies to strike coordinated blows that can break the ranks of a superior enemy force.
Voice of the Victims
Dissident Pursuit: 3rd level
You are proficient with the Investigation and Persuasion skills. Additionally, you can’t have disadvantage on checks you make with them.
Fight Another Day
Dissident Pursuit: 3rd level and 11th level
Rather than maintain direct combat with an overwhelming foe, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:
• You gain the benefits of taking the Dash and Disengage actions.
• You gain a climbing speed equal to your current speed.
• You take half damage from falling.
At 11th level, when you use your action to take the Dodge action, you also tumble.
Additional Maneuvers
Dissident Pursuit: 3rd level
You gain access to new maneuvers which reflect your journey in your revolution. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Break Through
Mental Maneuver
Prerequisite: Proficiency in Persuasion
On your turn, you can use an action and expend one superiority die to bolster the resolve of an ally. When you do so, choose one ally who can see or hear you within 30 feet of you. The ally can add your maneuver modifier to every damage roll they make until the start of your next turn.
Break Through (Improved)
Mental Maneuver
Prerequisite: Break Through
When you use the Break Through maneuver, you roll the superiority die. The ally also adds the die's result to their damage rolls.
Demoralize
Mental Maneuver
On your turn, when you hit with a weapon attack, you can use a bonus action and expend a superiority die to menace your target, forcing it to succeed on a Wisdom saving throw or be frightened of you for up to 1 minute. At the start of each of the creature’s turns, it takes psychic damage equal to one rolled superiority die. As an action or bonus action, the creature can make a Wisdom check to end this condition.
Outrage
Mental Maneuver
When you throw a grenade, you can expend a superiority die and add its rolled value to the saving throw DC of one creature you can see who has to make the grenade's saving throw. You must use this maneuver before the creature rolls its saving throw.
Extra Attack
Dissident Pursuit: 6th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Stronger Together
Dissident Pursuit: 9th level
While you have friendly creatures within 30 feet of you, you can attempt to sway an opposition force. As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frighten a number of humanoid creatures who can see or hear you within 60 feet, equal to or less than the number of friendly creatures within 30 feet of you plus 1. Add the superiority die to your roll. Among the targets, the creature with the highest bonus to the Wisdom (Insight) skill makes a contested Insight check. If your check succeeds, the targets are charmed by you if you used Persuasion, or frightened of you if you used Intimidation, for up to 1 minute or until one of them takes damage. The first time a creature takes damage while the effect is active, all other affected creatures take psychic damage equal to half your proficiency bonus (rounded down).
Sacrosanct Unity
Dissident Pursuit: 17th Level
At the end of a long rest, you can spend ten minutes addressing a number of friendly creatures within 100 feet for a strategic briefing and impassioned speech.
At the end of the speech, each creature other than you who listened for the duration gains a number of temporary hit points equal to your Intelligence modifier plus your Charisma modifier (minimum 1). You can expend a number of hit die up to your Charisma modifier, adding the rolled sum to the temporary hit points gained. You then must make a Constitution saving throw, DC equal to the total rolled among the hit die. On failure, you suffer one stack of exhaustion. The temporary hit points last for 8 hours.
While a creature has these temporary hit points, its weapon attacks deal bonus damage of the same type, equal to your Intelligence or Charisma modifier (your choice).
Dissident Discoveries
When you select this pursuit, you gain access to new discoveries which reflect your journey in your revolution. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Doctrine
Using a datapad and blank datacard, you can spend one month's downtime authoring a datacard that contains your training techniques and insights with a single skill, tool, or weapon you are proficient with. Once completed, a creature that spends 48 hours over a period of 6 days or fewer studying the datacard's contents permanently gains proficiency with the subject of the datacard.
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.
Fury of the Oppressed
You and friendly creatures within 10 feet have advantage on any attack against a creature that is frightened of you.
Iconoclast’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.
Militant Studies
You gain proficiency with a weapon of your choice, which you can choose to use with your Critical Analysis modifier instead of its usual statistic. You gain another weapon proficiency at levels 5, 9, and 15. You can select this discovery twice.
Militia Phalanx
Prerequisite: 9th level
When you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Critical Analysis modifier (rounded down).
No More Platitudes
Creatures have disadvantage on Deception and Persuasion checks against you. If they still succeed, you may use your reaction to force them to reroll the higher of the two dice. If a creature still succeeds after using this reaction, you can’t use it against that creature again for 1 hour.
Tools of the Unheard
You learn to throw grenades as a bonus action. Additionally, you may choose to use your Intelligence modifier instead of Strength for calculating a grenade’s maximum throwing distance.
We Have Hope
Prerequisite: 5th level
You can add half your proficiency bonus (rounded down) to any Charisma check you make or feature that calls for your Charisma modifier that doesn’t already include your proficiency bonus.
Zealous Advance
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to half your scholar level (rounded down), and may move up to half your speed towards another enemy you can see.
Lance Technique
Scouts who excel in vehicular combat utilize speed and technology to overwhelm their prey. Followers of the Lance Technique use droid brain-enhanced light vehicles not only as weaponized platforms, but as tools for rapid travel and battlefield control.
Bonus Proficiencies
Lance Technique: 3rd Level
You gain proficiency in mechanic’s tools and the piloting skill.
Automaton Companion Vehicle
Lance Technique: 3rd Level
As an action, you can use your tech focus to summon an Automaton Companion Vehicle (ACV). It appears in an unoccupied space of your choice within 30 feet of you. If it is adjacent to you, you can use 5 feet of your movement speed to mount it.
The ACV is friendly to you and your companions, obeys your commands, and is a valid target of the tracker droid interface tech power. See its game statistics in the accompanying Automaton Companion Vehicle stat block, which uses your proficiency bonus (PB) in several places. Its form is a skimboard, which you (and only you) are able to pilot.
In combat, the ACV shares your initiative count and moves as you direct it. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the ACV can take any action of its choice, not just Dodge.
The ACV remains until it is reduced to 0 hit points, until you use this feature to summon the ACV again, or until you die. Anything the ACV carrying is left behind when the ACV vanishes.
Once you summon the ACV, you can't do so again until you finish a long rest, unless you expend a number of tech points equal to your proficiency bonus to summon it.
Secondary Functionality
Lance Technique: 3rd Level
Interfacing with your ACV, you have access to expanded technological functions. You gain the following benefits while you are within 5 feet of the ACV and both you and it have hit points remaining:
- Integrated Databank. You have advantage on Intelligence checks. Additionally, you can connect a translator to the ACV, and over the course of 10 minutes, change which languages the translator uses.
- Tech Functions. You learn an additional at-will tech power that does not count against your total powers known. You can exchange this power with another at the end of a long rest. You can only cast it while within 5 feet of the ACV.
Vehicular Complexity
Lance Technique: 7th Level
The summoned ACV is now Medium size, and takes a form of your choice among the following options. Each form gains a secondary weapon, detailed in the Automaton Companion Vehicle stat block below. You cannot change the ACV’s form until you summon it again.
- Aerial Platform. The ACV gains a flying speed of 90 feet with the ability to hover. It ignores difficult terrain.
- Propulsion Submersible. The ACV’s speed drops to 0, and it gains a swimming speed of 60 feet. While piloting it, you have a continuous source of breathable air and tremorsense to 60 feet.
- Wheelbike. The ACV’s speed increases to 80 feet with a climbing speed of 20 feet.
Autonomous ACV
Lance Technique: 11th Level
You no longer have to use a bonus action to give commands to your ACV. Additionally, you no longer need to be within 5 feet of the ACV to use Secondary Functionality, and the ACV can use the selected power of Tech Functions as if you had cast it.
Radial Suppression
Lance Technique: 11th Level
As an action, you cause your ACV to overcharge and disperse its weaponry in a 15-foot sphere, centered on itself. Each creature of your choice must make a Dexterity saving throw against your techcasting save DC, taking four times the damage of its secondary weapon on a failed save, or half as much on success. This damage increases to five times the damage of its secondary weapon when you reach 15th level in this class.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend at least 3 tech points to use it again.
Perfect Conveyance
Lance Technique: 15th Level
Your ACV functions with technological superiority. It is now size Large, and can accommodate one passenger while you are piloting it. A friendly and willing creature can mount or dismount the ACV with 5 feet of movement.
Additionally, your ACV gains the following benefits:
- Enhanced Weapons. The ACV’s slam attack and secondary weapon deal one 1d6 bonus damage of the same type. While you are piloting the ACV, your weapon attacks also deal 1d6 bonus damage.
- Superb Tech Functions. Select a 1st-level tech power you know. You and the ACV may cast it without expending tech points. You can change your selection at the end of a long rest.
- Thruster Surge. While you are piloting the ACV, you can take the Dash action as a bonus action. When you do, once before the end of your turn, you can force each creature within 5 feet of the ACV to make a Dexterity saving throw against your tech save DC. On a failure, a creature takes fire damage equal to 1d4 + your techcasting modifier.
Automaton Companion Vehicle
Small construct, unaligned
Armor Class 14 + PB (armor plating)
Hit Points 5 + five times your scout level (the construct has a number of Hit Dice [d10s] equal to your scout level)
Speed 40 ft.
STR DEX CON INT WIS CHA 16(+3) 12(+1) 15(+2) 8(-1) 14(+2) 8(-1)
Saving Throws Dex +1 + PB, Wis +2 + PB
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 12
Challenge -
Proficiency Bonus equal to your bonus
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Forced March. The construct has advantage on Constitution saving throws made to avoid Exhaustion due to prolonged travel, as described in Chapter 8.
Piloted. The construct may be manually operated by a pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.
Ram. If the construct moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a Strength saving throw (DC equal to 11 plus PB) or be knocked prone.
Actions
Slam. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB kinetic damage.
Mounted Blasters (Aerial Platform Only). Ranged Weapon Attack: +1 plus PB to hit, range 80/320 ft., one target. Hit: 2d4 plus PB energy damage.
Sonic Cannon (Propulsion Submersible Only). The ACV releases a sonic blast in a 30 foot cone, originating from itself. Each creature in the cone must make a Constitution saving throw, DC equal to 11 plus PB. A creature takes 1d8 sonic damage on failure or half as much on success.
Twin Cannons (Wheelbike Only). Ranged Weapon Attack: +3 plus PB to hit, range 100/400 ft., one target. Hit: 2d6 plus PB energy damage.
Reactions
Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.
Mass Driver Technique
Scouts who spend time in major conflict zones recognize the sheer, unstoppable force of rail-accelerated slugs against even the most well-defended targets. Followers of the Mass Driver Technique wield gauss weapons with masterful efficiency and controlled expenditure to hold their place as the absolute pinnacle of marksman infantry in the field of battle.
Gauss Marksman
Mass Driver Technique: 3rd Level
You gain proficiency in armstech's implements.
You learn to use special techniques with Gauss weapons, which are anti-materiel blasters, anti-materiel rifles, beam rifles, hunting rifles, sniper rifles, and railguns. While you are wielding a Gauss weapon, you gain the following benefits:
- The strength number of your Gauss weapons is reduced by two steps (from 21 to 17, 19 to 15, 17 to 13, or 15 to 11). If the strength number is 13 or lower, this modification removes the strength property from it entirely.
- Your Gauss weapons count as a tech focus for your tech powers while wielding them.
- Your Gauss weapons gain the penetrating property, with a penetrating number equal to its reload number, minimum of 2.
- Your Gauss weapons lose the Auto property if they have it.
Perforate Quarry
Mass Driver Technique: 3rd, 11th, and 15th Level
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a Gauss weapon attack against the target of your Ranger's Quarry. This damage is not applied to secondary targets from attacks using the Penetrating property.
This increases to two additional dice at 11th level and three additional dice at 15th level.
Charged Shot
Mass Driver Technique: 7th Level
As a bonus action, you can charge your Gauss weapon to increase the weapon's ballistic force. You may expend a number of tech points, up to an amount equal to half your proficiency bonus, rounded up. For every tech point expended, your next attack with the Gauss weapon has the following additions:
- The Gauss weapon's normal and long range values increase by 50/200.
- The Gauss weapon's bonus to attacks increases by +1.
- On a hit, the weapon deals 1d6 Ion damage.
- When using the Penetrating attack mode, the maximum distance to a secondary target increases by 5 feet.
When you charge your Gauss weapon in this way and you deal a critical hit, a target of the attack must make a Strength saving throw (DC equal to your techcasting save DC). On failure, it falls prone.
Long-Range Delivery System
Mass Driver Technique: 11th Level
When you would cast a power with a casting time of 1 action, you can choose to expend a shot from your Gauss weapon's magazine. When you do so, the power's range increases to your Gauss weapon's range, if it wasn't already greater.
Additionally, if the power would deal damage, a creature at the point the power is centered on takes additional damage equal to your railgun's damage.
MagLev Translocation
Mass Driver Technique: 11th Level
You learn the Translocate tech power, if you don't already know it.
When you cast it, you can instead teleport up to a number of feet equal to your Gauss weapon's normal range, provided that there are metallic surfaces spanning the entire distance from you to the target point. If the target point is a wall or ceiling and there is nothing holding you alot, you fall.
Utmost Velocity
Mass Driver Technique: 15th Level
When you make an attack roll with your Gauss weapon and roll a natural 20, all targets in a line, originating from you and oriented towards your target up to your Gauss weapon's normal range, suffer the weapon's damage.
Additionally, when you roll a critical hit with your Gauss weapon and your target is a starship, you instead divide by 5 when scaling damage.
Finally, your attacks with Gauss weapons against the target of your Ranger's Quarry count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
Mod Technique
Whether elective or against their will, some scouts have undergone extensive cybernetic augmentation. Followers of the Mod Technique use transhumanoid upgrades to exploit given advantages over unmodified peers and foes, all while working to maintain or rebuild their own sense of self.
Bonus Proficiencies
Mod Technique: 3rd Level
You gain proficiency in biotech's implements and an implement of your choice.
Chop Shop
Mod Technique: 3rd, 7th, 11th, and 15th Level
You gain one standard cybernetic augmentation of your choice, which does not count against the number of cybernetic augmentations your body can support, but does count towards your rating on the Cybernetic Augmentation Side Effects table. Any statistic requirements of the cybernetic augmentation you choose are reduced by your proficiency bonus.
When you advance in level, you can choose to replace this augmentation for another of the quality grades available to you. You can select from premium quality at 7th level, prototype quality at 11th level, and advanced quality at 15th level.
Additionally, the number of cybernetic augmentations your body can support increases by your Constitution modifier.
Assisted Targeting
Mod Technique: 3rd Level
Your Ranger's Quarry is enhanced in the following ways:
- Once per turn, you may add your Intelligence modifier to an attack roll targeting your quarry, if it is not included already. Alternatively, you can add your Intelligence modifier to the DC of the first Strength, Dexterity, or Constitution saving throw you impose upon it each turn, if it is not included already.
- Your Ranger's Quarry damage die can now be added to successful tech attack rolls against your quarry.
- When you make a weapon attack against your quarry and roll a critical hit, your attack ignores damage resistance.
Synergistic Loadout
Mod Technique: 7th Level
Choose one of the following options. You may change your choice at the end of each long rest.
- Your critical range with weapon attack rolls increases by 1.
- Your tech point maximum increases by your proficiency bonus, as seen in the Scout class table.
- You gain proficiency in one saving throw of your choice with which you are not already proficient.
- You gain proficiency in one skill or set of tools of your choice. If you are already proficient, you instead gain expertise.
- You reduce damage taken from weapons by your current number of cybernetic augmentations. If this would reduce the damage taken to 0, you instead take 1.
Integrated Systems
Mod Technique: 11th Level
You gain one additional attunement slot.
Additionally, choose one 1st level tech power that you know with a casting time of 1 action, bonus action, or reaction. You can cast it once per minute at base level without expending tech points, without use of a wristpad. You can cast this power a number of times equal to your proficiency bonus + your Intelligence modifier between long rests.
Overclocked Systems
Mod Technique: 11th Level
Your total rating on the Cybernetic Augmentation Side Effects table is reduced by your Intelligence modifier.
Additionally, you can now have droid customization parts installed as though they were cybernetic augmentations. Among these, you can also draw from parts normally restricted to Class I, III, and IV droids. You still cannot benefit from droid customization protocols.
Synthesis of Form
Mod Technique: 15th Level
Your body gains a slot for an item augmentation of any quality. While you have an augmentation in this slot, it counts towards your rating on the Cybernetic Augmentation Side Effects table.
Additionally, you no longer suffer the item-specific side effects of installed cybernetic augmentations.
Path of Agriculture
All organic life must be cultivated, supported, and enriched to achieve its greatest form. Those sentinels who follow the Path of Agriculture tend to the life around them, bolstering and nurturing the many forms of the living force.
Bonus Proficiencies
Path of Agriculture: 3rd level
You gain proficiency with the Bioanalysis kit and Nature skill.
The Land Provides
Path of Agriculture: 3rd level
Once per long rest, you can spend ten minutes to create a number of pounds of food and gallons of water (both equal to your forcecasting modifier) on the ground or in containers within 20 feet; these supplies are enough to sustain a number of creatures (equal to double your forcecasting modifier) for 24 hours. In extreme temperature climates, you produce half as much of each.
The food is bland but nourishing and fresh, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. You cannot use this effect if the surrounding area has no natural surfaces, or the area you are in does not naturally support life (i.e. a space station or a lifeless asteroid).
Roots of Life
Path of Agriculture: 3rd, 11th, 13th, and 18th level
You learn to awaken the primordial plant life that lies dormant below topsoil. Once on each of your turns, when you cast a force power and either heal or deal force damage to a creature on the ground, you can sprout a plant growth within 5 feet of it (no action required). The plant growth takes the form of a Medium size bundle of local plant life, and it lasts for 1 minute, until you dismiss it as a bonus action, until you’re incapacitated or die. If the area surrounding the creature is of an artificial material, or the area you are in does not naturally support life (i.e. a space station or a lifeless asteroid), the plant growth can only form within 5 feet of another plant.
Your summoned plant growth has an AC equal to your universal force save DC, hit points equal to your forcecasting ability modifier, a speed of 0 feet, and immunity to all conditions other than the ignited condition. 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. A plant growth acts immediately after you in the initiative order and can make one attack. If your plant growth is ever more than 30 feet from you at the end of your turn, it is destroyed. While you have a plant growth active, you gain the following benefits:
- A plant growth has tremorsense to 30 feet, which it shares with you.
- As a bonus action, you can manipulate all your active plant growths to move up to 15 feet each. This movement can move up walls as long as the surfaces meet the plant growth’s original requirements.
- A plant growth adjacent to an ally can grant advantage on an attack roll, check, or saving throw. When it does, the plant growth is destroyed.
- When you take the Attack action on your turn, you have advantage on any attack you make when the target is within 5 feet of a plant growth. Additionally, a target within 5 feet of a plant growth has disadvantage on saving throws of your powers.
- The plant growth has two natural weapons: Lash and Spore. Lash uses your forcecasting statistic for attack and damage rolls, has a range of 10 feet, deals 1d4 kinetic damage, and on a critical hit, forces the target to make a Strength saving throw (your universal force save DC). On failure, the target is grappled. Spore can be used once per long rest, targets all creatures in a 15-foot cone, and imposes a Constitution saving throw (your universal force save DC). On failure, the target takes 1d10 poison damage and is poisoned until the end of your next turn. Both attacks gain an additional damage die at levels 13 (2d4, 2d10) and 18 (3d4, 3d10).
At 11th level, you can form plant growths when you deal damage with any force power, instead of just force, as well as whenever you cast a power that provides a beneficial effect, instead of just healing. Additionally, you can create a plant growth when you use a Force-Empowered Self option on your turn.
At 13th level, your plant growths persist for up to five minutes. When one of your plant growths is reduced to 0 hit points, you can use your reaction to detonate it in a cloud of spores. Each creature within 10 feet of it must make a Constitution saving throw, becoming poisoned on failure for up to 1 minute. They remake the saving throw at the beginning of their turns, ending the effect on success.
Nature’s Ally
Path of Agriculture: 7th level
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).
- You can spend thirty minutes gathering a number of edible plants equal to 1d6 + your sentinel level + your forcecasting modifier. These have the properties of field rations.
- While in difficult terrain caused by overgrown plants, your plant growths are formed with temporary hit points equal to their hit point maximum, and regain 1 hit point at the beginning of each turn, up to their maximum.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Principles of AgriCorps
Path of Agriculture: 13th level
You learn the Plant Surge and Grasping Vine powers, if you did not already know them. While Plant Surge is active, the space is not difficult terrain for friendly creatures, and friendly creatures regain 1 hit point at the beginning of each turn while within the space, up to half their maximum. This has no effect on droids or constructs. In addition, casting Plant Surge at 4th level or higher also grants the benefits of your Nature’s Ally feature for the power’s duration, and provides a +1 bonus to plant gathering and healing per power level above 3.
Finally, a friendly creature within 5 feet of a plant growth you have created can use an action to consume the nutrients of the plant growth if you are willing, regaining hit points equal to the damage of the growth’s lash attack. After consuming the growth’s nutrients, the growth is reduced to 0 hit points.
Bountiful Harvest
Path of Agriculture: 18th level
You learn the Greater Plant Surge power (Expanded Force Powers by Hugehuman), if you don’t already know it. While active, it has the same properties as your Nature's Ally and Principles of AgriCorps features.
As an action, you can choose to sacrifice your plant growths to revitalize yourself and your allies. You can reduce as many hit points (and any temporary hit points) as you choose from all active plant growths, redistributing them to yourself or friendly creatures within 30 feet of you. For every two plant growths that are reduced to 0 hit points because of this effect, you regain one expended force point.
Once you’ve used this feature, you can’t use it again until you finish a long rest.
Agriculture Ideals
When you select this path, you gain access to new ideals which reflect your expanding knowledge of biochemistry, organic life, and the living force. Whenever you adopt a new ideal, you can choose from any of the following as well. The ideal are listed in alphabetical order.
Ideal of Clean Energy
Prerequisite: 7th Level
You gain proficiency with Brewer's kits. When you harvest edible plants using Nature's Ally or from a starship's Hydroponics Garden suite, you can spend 8 hours using a brewer's kit to refine those resources into biofuel for ships using a fuel cell reactor. Once complete, every 2 units of plants becomes 1 unit of small starship fuel. You can refine a number of units of plants equal your sentinel level + your force casting ability score at a given time.
Additionally, you can manifest this ideal in a surge of nutrient value. You create 50% more fuel when you finish refining it.
Ideal of the Deep Root
When a plant growth is within 5 feet of you and you fail a saving throw to maintain your concentration on a power, you roll again and take the higher roll.
Additionally, as a reaction, you can manifest this ideal in a brief surge of energy.
You can use your reaction to destroy the plant growth and automatically succeed on the save.
Ideal of The Pathogen
A creature who rolls a Constitution saving throw imposed by your plant growths and rolls a natural 1 is incapacitated for the same duration. This has no effect on droids or constructs.
Additionally, as a reaction, you can manifest this ideal in a brief surge of energy. The creature is instead paralyzed for the same duration.
Ideal of The Provider
When you use The Land Provides, you create twice as much food and water.
Additionally, you can manifest this ideal in a surge of nutrient value. When a creature consumes your created food or water, they heal one negative status effect they are currently suffering (random, if they are suffering multiple). If they are suffering no additional status effects, it may instead remove one stack of exhaustion.
Ideal of The Thorn
Hit or miss, a creature who makes a melee attack against your plant growths takes 1d4 kinetic damage (no action required).
Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. Each creature who takes thorns damage in this way must also make a Constitution saving throw, being poisoned until the end of its next turn on failure.
Path of Apostate
When tradition fails you, it's time to reexamine old boundaries. Those sentinels who follow the Path of Apostate have given up on the classical tenants of proper engagement, and have chosen to eliminate the threats they perceive at range, apathetic to metrics of honor and justice.
Bonus Proficiencies
Path of Apostate: 3rd Level
You gain proficiency with artificer’s implements.
The Apostate Weapon
Path of Apostate: 3rd Level
Over the course of a long rest, you use your artificer’s implements to create a lightsaber rifle, with which you are proficient. The lightsaber rifle has the Ammunition (range 150/600), Special, and Two-Handed properties.
As a bonus action, you can load into or remove a lightweapon from the lightsaber rifle. With a lightweapon loaded, you can make ranged weapon attacks using the loaded lightweapons’ damage dice +1d4, while also adopting the lightweapon’s properties while attacking in this way.
As an action, you can choose to make an overloaded shot. You fire the supercharged blast at a target point within the weapon’s close range, and each creature within a radius must make a Dexterity saving throw, DC equal to 8 + your bonus to attacks with the lightweapon. The radius length in feet is equal to 2.5 times the lightweapon’s standard damage die size. A creature who fails the save takes the weapon’s damage dice multiplied by your proficiency bonus on failure, or half as much on success.
You can use overloaded shots a number of times equal to your proficiency bonus before the lightweapon itself is overloaded and inoperable. Once overloaded, an unenhanced lightweapon is completely destroyed, and an enhanced lightweapon is only inoperable until you take a long rest to repair it.
Immediately after overloading a lightweapon, the lightsaber rifle is overheated for up to 1 minute, and cannot be used for that duration unless you take an Action or Bonus Action to cool it. The lightsaber rifle can only become overheated a number of times equal to your proficiency bonus. Afterwards, it does not function until you complete a long rest.
If you must replace your lightsaber rifle, you can build a new one over the course of a long rest.
Heresiologies
Path of Apostate: 7th and 18th Level
You gain proficiency in armstech’s implements. You can now modify your lightsaber rifle as a protoype blaster chassis with
respective modifications. It becomes a legendary blaster chassis at 18th level. Modified or not, the rifle is considered enhanced.
When you make attack rolls with your lightsaber rifle, you can apply your Force-Empowered self features to the attacks. Additionally, when you reduce a creature to 0 hit points with the lightsaber rifle, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws and is disintegrated, and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
When you would overload an unenhanced lightweapon, you can roll your choice of a Wisdom or Charisma check (DC equal to 10 + the total maximum of the lightweapon’s damage die). On success, the lightweapon is only inoperable until you take a long rest to repair it.
While your lightsaber rifle is overheated and still has an overloaded lightsaber loaded within it, you can choose to throw it at a target a number of feet from you equal to 30 + 5 times your Strength modifier. Doing so detonates the lightsaber rifle, replicating the lightweapon’s overloaded shot, but instead deals double the shot's damage dice and increases the radius of the explosion by 10 feet. An overloaded enhanced lightsaber that was inside a detonated lightsaber rifle remains at the target point. Once detonated, your lightsaber rifle is destroyed.
Farkiller
Path of Apostate: 13th Level
Your lightsaber rifle’s range increases to 500/2000, and the weapon’s critical range increases by 1. You can now target creatures at long range with your overloaded shots, but they have advantage on their saving throws to resist the damage.
Additionally, if you are hidden from a creature when you impose a saving throw with your lightsaber rifle, it has disadvantage on the save.
The material cost of rebuilding your lightsaber rifle is now your Sentinel level times your proficiency bonus times 500.
Sheer Destruction
Path of Apostate: 18th Level
A creature who makes a saving throw against your overloaded shots or lightsaber rifle detonation and rolls a natural 1 now takes maximum damage. This damage ignores resistance and treats immunity as resistance, and ignores any damage threshold features of the target.
Your lightsaber rifle now deals double damage to structures and vehicles, including starships.
Path of Inquisition
Corrupted by pain and trained to perfection, the Inquisitor is tasked with the hunting, capture, conversion, and/or extermination of Force-sensitives, Jedi or otherwise. Those sentinels who follow the Path of Inquisition specialize in tracking down Force users, as well as gathering intelligence and effective countering of lightweapon combat and Forcecasting.
Bonus Proficiencies
Path of Inquisition: 3rd level
You gain proficiency with medium armor and two martial lightweapons of your choice. You also learn one lightsaber form of your choice.
Pursuit Sense
Path of Inquisition: 3rd, 7th, 13th, and 18th level
You learn the Sense Force force power, if you did not already know it. When you cast it, its range extends to 500 feet. Its range increases further at levels 7 (5000 feet), 13 (10 miles), and 18 (anywhere on the same planet).
When using the power and you sense a creature or object, you can add your Charisma modifier to Intelligence (Investigation), Wisdom (Perception), and Wisdom (Survival) checks to locate and track it. The bonus ends if you are incapacitated, the target dies, or you or the target leaves the planet.
Inquisitor's Prey
Path of Inquisition: 3rd level
Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your prey (no action required). For the next hour, you gain the following benefits:
- Once per turn, when your prey makes an attack roll against you or forces you to make a saving throw, you may add your proficiency bonus to your armor class or saving throw bonus.
- You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
You can only have one creature marked in this way at a time.
Demoralizing Pressure
Path of Inquisition: 7th level
Your Inquisitor's Prey feature is enhanced in the following ways:
- When your marked prey is within 30 feet of you and attempts to cast a Force power of 1st level or higher, you can increase the cost of the power. Expend a number of force points up to your proficiency bonus; the marked prey must then spend an additional number of force points equal to twice the points you expended in order to cast the power. If it has insufficient force points remaining or chooses not to expend any further points, the power isn't cast and its initial force points expended are wasted.
- Your marked prey has disadvantage on Charisma checks against you or in contest with you.
Additionally, You gain a new Force-Empowered Self option, Drain Will:
Drain Will
You can roll a kinetic combat die. The target creature's remaining force points are reduced by half the value rolled (rounded down), to a minimum of 0.
Inspire Despair
Path of Inquisition: 13th level
Your Inquisitor's Prey is further enhanced in the following ways:
- When your marked prey attempts to cast a Force power while within 5 feet of you, as a reaction, you may force it to first make a Constitution saving throw as if to maintain concentration, against your Forcecasting DC. On a failure, the power isn’t cast and any force points are wasted. On success, it casts the power as normal, and as part of the same reaction, you may make an attack of opportunity against it.
- You learn the marked prey's damage resistances, immunities, and vulnerabilites, if any.
Additionally, when you use the Drain Will Force-Empowered Self option and the target expends a number of force points, you regain half as many force points (rounded up), up to half your maximum.
Relentless Rival
Path of Inquisition: 18th level
You have advantage on all saving throws against Force powers.
Additionally, your Inquisitor's Prey is enhanced in the final way:
- Once between short and long rests, when you attack your marked prey and inflict a critical hit, you can forego the damage roll and choose to deal maximum damage. This damage ignores resistance and treats immunity as resistance.
Path of Pain
Choosing to embody suffering rather than merely tolerate it, those consumed by pain are rewritten by it: avatars of its cruelty, often disfigured by the brutality they endure. Those sentinels who follow the Path of Pain feed upon their misery, charged by the dark side to withstand extremes of punishment and to spread their agony far and wide.
Embodiment of Pain
Path of Pain: 3rd level
You learn the force body force power, which does not count against your total powers known. You can cast it without expending force points.
Additionally, when you gain temporary hit points from a universal or dark-aligned force power or one of the features of this subclass, you can draw from those temporary hit points instead of your hit points when utilizing force body's effects. When you do so, and you expend temporary hit points and none of your hit points, you do not suffer reduction to your maximum hit points.
Sustenance of Suffering
Path of Pain: 3rd level
When you take damage, you can choose to gain a number of temporary hit points equal to half the damage taken (rounded down). You cannot gain these hit points if the triggering damage would reduce you to 0 hit points, and the temporary hit points do not affect the triggering damage taken.
While you have these temporary hit points, and you deal damage with a melee weapon attack or dark-aligned force power that targets only one creature, you can expend a number of the temporary hit points (no action required) to deal additional damage of the same number. You can expend temporary hit points up to your proficiency bonus, as seen in the Sentinel table.
You can use this reaction a number of times equal to your proficiency bonus, and again if you expend a use of your Ideal Manifests.
Merciless Misery
Path of Pain: 7th level
Once on your turn, while you have temporary hit points from Sustenance of Suffering and you make a weapon attack, you can expend 4 temporary hit points to make an additional attack as part of the same action.
Additionally, while you are suffering from at least one condition among corroded, disease, exhaustion, ignited, poisoned, shocked, slowed, or weakened, you have advantage on your damage rolls with melee weapon attacks and dark-aligned force powers.
Fractured Existence
Path of Pain: 13th level
When you would be reduced to 0 hit points, you can expend a use of your Sustenance of Suffering or Ideal Manifests (no action required) to have 1 hit point instead.
Additionally, when you take damage from a source you can see and don't use Sustenance of Suffering, you gain advantage on your next attack roll before the end of your next turn.
Perpetual Pain
Path of Pain: 18th level
When you make a weapon attack or dark-aligned force power attack roll and roll a natural 20, or a creature rolls a natural 1 on the saving throw against a dark-aligned power you control, they suffer a stack of Perpetual Pain (to a maximum of 5 stacks). Constructs and creatures immune to psychic damage are immune to Perpetual Pain, and it can be immediately removed by the restoration force power.
A creature with stacks of Perpetual Pain suffers 1d4 necrotic damage per stack at the beginning of their turns and again each time they make a weapon attack or cast a power using an Action. If a creature dies from this damage, you gain temporary hit points equal to your sentinel level, which you can use as though they were gained by Sustenance of Suffering.
A creature within 5 feet of the creature suffering from Perpetual Pain can use an Action to make a Medicine check, DC equal to your force save DC. On success, one stack of Perpetual Pain is removed.
A creature does not take beginning-of-turn damage from Perpetual Pain when not in combat, but any stacks persist until removed.
Closing Remarks
Thanks
I'd like to thank some folks!
- My friend Matt, for introducing me to Star Wars when we were kids!
- My friend Avi, for introducing me to SW5E!
- George Lucas for creating Star Wars!
- Dave Filoni and Disney, for continuing to create Star Wars content!
- Gary Gygax, Rob Kuntz, and Dave Arneson for building D&D together!
- Wizards of the Coast for continuing to build it onward and upward, and releasing fantastic new content so frequently!
- My friend Matthew, for first getting me drawn into D&D in 2017!
- The SW5e Community, for creating such an excellent game based on the expansive lore, for their immense praise and support of my work, and for continuing to build upward and onward!
- Aziz, for incorporating Imperial Forces and Desperate Rebellion into the SW5e Hypercodex and offering suggestions!
- Fisto's Codex, for simplifying the effort to properly format and decorate this! Also, for amazing stat blocks that inspired me!
- My best friend Mary, for the love and enthusiasm she gives so freely (even when I won't shut up about this stuff)!
- My dear friend Kellen, who convinced me to start DMing SW5e!
- My charming friend and DM mentor Jordan, whose creative insights have always driven me to refine!
- My Friend Pete, who has been incredibly helpful and collaborative in creating physical miniatures!
- All my friends who collaborate with me on creative endeavors!
- My Dad, for the endless kindness and support he gives!
- You! I'm really pleased with this, so thanks for reading!
If you haven't seen them already, be sure to go check out my two core supplements, Imperial Forces and Desperate Rebellion! They have a large number of stat blocks, powers, and items of all kinds! I'm quite satisfied with my work and I hope you will be too!
If you enjoyed this supplement and want to support what comes next, I'm on Ko-Fi!
Contact
You can find me on r/sw5e as Manoil, asking absurdly extensive questions, or on Discord as RichardJiggler#1336, but I don't often answer random messages. Also, I know these handles are dumb as hell, but life's fer livin' brotherrrrrr
Changelog
2022.3.17: Version 1.0 Release
2022.3.18:
- Applied fixes to the Tandem Practice
- Added the Path of Apostate
2022.5.11:
- applied language changes to the Tandem Practice to reflect new rules and weapons
- updates posted to current version
2022.7.26:
- Updated the Electroweapon Specialist's Stinging Strikes
2022.8.5:
- Added the Shinobi Practice and Spacer Practice
2022.8.26:
- Added the Path of Agriculture
2022.11.02:
- Added the Journeyman Specialist
2023.3.24:
- entered the column-fill: balance correction
2023.5.04:
- Added the Obliterator Approach and Unconquerable Approach
- Happy May the 4th!
2023.5.05:
- Added the Cannoneer Pursuit
- Cut superfluous maneuvers, added classifications to maneuvers, and added the Outrage maneuver to the Dissident Pursuit
2023.5.08-12:
- 5.08: Added the Strategic Engineering and the Brawler Specialist
- 5.09: Added the Stonepower Practice
- 5.10: Added the Waru Order
- 5.11: Added the Skulduggery Practice and Prismatic Engineering
- 5.12: Added the Path of Pain
Changelog (Cont'd.)
2023.5.15:
- Added Brood Engineering
2023.5.17:
- Added Detonation Engineering
2023.5.22:
- Added Mass Driver Technique
Art Credits
Image | Title | Author |
---|---|---|
Shadow Stormtroopers | Source Unknown | |
Rebel Soldiers | Star Wars: Rogue One (Concept Art) | |
Shadow Scout Trooper | Source Unknown | |
Separatist Bounty Hunter Durge | Hartiganhero | |
Clone Commando | Star Wars Battlefront II (render) | |
Purge Trooper (Electrostaff) | Star Wars Jedi: Fallen Order (screenshot) | |
Clone Shock Trooper | The Star Wars Book | |
Star Wars: The Force Awakens: Finn | Unknown | |
Enter the Unknown: Spacer Crew | Jake Murray | |
Miggs Mayfeld | The Mandalorian (Screenshot) | |
Rebels Poncho A7B | Jock | |
Battle Droid on STAP | Source Unknown | |
General Grievous on the Wheelbike | Source Unknown | |
Dark Trooper Phase Zero | Dark Trooper Phase Zero Mod By Deggial Nox (Render) | |
Star Wars Jedi: Fallen Order Concept Art: Kashyyyk | Jean-francois Rey | |
Lightsaber rifle being fired by Jocasta Nu, Darth Vader (2017) #10 | Giuseppe Camuncoli, Daniele Orlandini, David Curiel | |
The Grand Inquisitor | Source Unknown |