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 up for 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 and explosives by your Wisdom or Charisma modifier (your choice).
Art Credits
Image | Title | Author |
---|---|---|
Star Wars: The Force Awakens: Finn | Unknown |