SW5e - Expanded Content - Archetypes
SW5e - Expanded Content - Archetypes
TABLE OF CONTENTS
Frenzied Approach
Industrial Approach
Precision Approach
Warchief Approach
Consular
Way of Confluence
Way of Endurance
Way of Manipulation
Way of Negation
Way of the Seer
Way of Technology
Way of Telekinetics
Way of Tutelage
Engineer
Artificer Engineering
Astrotech Engineering
Astrotech Engineering (Companion)
Audiotech Engineering
Biochem Engineering
Biotech Engineering
Construction Engineering
Cybertech Engineering
Fighter
Adept Specialist
Demolitions Specialist
Enhancement Specialist
Exhibition Specialist
Fireteam Specialist
Fireteam Specialist (Companion)
Heavy Weapons Specialist
Mounted Specialist
Praetorian Specialist
Totem Specialist
Guardian
Aqinos Form
Ataru Form EXPANDED CONTENT | ARCHETYPES | TABLE OF CONTENTS
SLYTHMONGER SAVVY
Addicted Approach: 3rd level
SEEING SOUND
Addicted Approach: 10th level
customizes their own suit of armor to be used both You learn new ways to customize your spiked armor.
defensively and offensively, so that the suit becomes Choose one of the following options. While wearing
an extension of the berserker's own might and fury. your spiked armor, you gain the effects of the chosen
option. Over the course of a long rest, you can select a
SPIKED ARMOR different option, provided you have the armor and
armormech's implements with you.
Armored Approach: 3rd level
cold, fire, lightning, or sonic. While wearing your spiked When a creature within 5 feet of you hits you with a
armor, you have resistance to damage of the chosen melee attack, the attacker takes kinetic damage equal
type. Over the course of a long rest, you can select a to your Strength modifier, as long as you are wearing
different damage type, provided you have the armor your spiked armor and you aren't incapacitated.
and armormech's implements with you. If you are raging, you add your rage damage bonus
or cold.
manifestations that grant the berserker newfound You gain a your choice of a climbing or swimming
abilities. speed equal to your walking speed. Additionally, you
gain an effect while raging based on your choice of
BESTIAL FURY speed:
Beastmaster Approach: 3rd level
If you chose a climbing speed, you can climb difficult
While raging, you have advantage on any Wisdom surfaces, including upside down on ceilings, without
(Perception) or Wisdom (Survival) checks. needing to make an ability check.
Additionally, once on each of your turns while raging, If you chose a swimming speed, you can use your
you can mark a creature you can see as your prey for bonus action to Dash or Disengage while in water.
the duration of your rage (no action required). When
you do so, once per turn when you deal damage to the LICK WOUNDS
creature with a weapon attack, you deal an additional
Beastmaster Approach: 10th level
1d4 damage of the same type. Once per turn when the
Whenever you reduce a creature to 0 hit points while
creature deals damage to you with a weapon attack, raging, you gain a number of temporary hit points
you take an additional 1d4 damage of the same type.
equal to your berserker level, which last for the
This die increases to d6 at 5th level, d8 at 9th level, d10
duration of your rage.
at 13th level, and d12 at 17th level. You can only have
one creature marked in this way at a time. HUNTER'S CALL
PACK TACTICS Beastmaster Approach: 14th and 17th level
allies that you can see within 30 feet of you. You gain 5
When you have advantage on an attack roll against a temporary hit points for each creature. For the
creature, another enemy of the creature is within 5
duration of your rage, once on each of their turns, an
feet of it, that enemy isn't incapacitated, you can reroll
affected ally can add your rage damage bonus to a
one of the dice once.
weapon attack's damage roll.
You can use this feature five times. You gain an
additional use at 17th level. You regain all expended
uses when you finish a long rest.
companion that accompanies a berserker on his Your bond with your beast companion strengthens,
journey. granting the following benefits while your beast
companion is within 10 feet of you:
BONUS PROFICIENCIES
If you or your beast have a climbing or swimming
Beastmaster Approach: 3rd level
speed and the other doesn't, the other gains it with the
You gain proficiency in Animal Handling. same speed. If you both have the a climbing or
swimming speed, you both use the larger speed of the
BEAST COMPANION
two, which then increases by 5 feet.
Beastmaster Approach: 3rd, 11th, and 17th level
Whenever your beast deals damage to a hostile
You learn to capitalize on a primal attunement to creature you can see on your turn, it counts as you
nature to forge a powerful bond with your own beast taking a hostile action for the purposes of maintaining
companion. your rage.
Create your beast companion as detailed in the
Companions section of the Customization Options This radius increases to 30 feet at 11th level 60 feet
document for Expanded Content. at 17th level.
In addition to its traits and features, your beast
companion gains additional benefits while it is bonded LICK WOUNDS
to you: Beastmaster Approach: 10th level
beast companion gains the benefits of one of your When you enter your rage, you can choose up to 5
chosen instincts. If that instinct relies on raging, your allies that you can see within 30 feet of you. You gain 5
beast companion gains the benefits of that instinct temporary hit points for each creature. For the
while you are raging. duration of your rage, once on each of their turns, an
At 11th level, your companion must be within 30 feet affected ally can add your rage damage bonus to a
of you to benefit from this feature. At 17th level, your weapon attack's damage roll.
companion must be within 60 feet. You can use this feature five times. You gain an
additional use at 17th level. You regain all expended
PACK TACTICS uses when you finish a long rest.
Beastmaster Approach: 3rd level
loosely translates to Bloodstorm in Galactic Basic), You can send your weapon spinning into a gravity-
whose warriors performed gravity-defying feats with defying whirlwind of pain. Once per rage as an action,
their flying vibroaxes through a combination of you may throw a weapon with the thrown property to
unorthodox techniques and a mystical belief in their a point you choose within 60 feet. The weapon fills the
own abilities. A berserker who follows this approach air as a cyclone in a 10 foot radius sphere centered on
can hurl their devastating weapons at enemies with that point. A creature takes damage equal to the
such power and skill that it completely blurs the line thrown weapon's damage + your Strength modifier +
between melee and ranged combat. your Rage Damage when it enter's the whirlwind's area
for the first time on a turn or starts its turn there. This
FURIOUS THROW
effect ends when you command the weapon to return
Bloodstorm Approach: 3rd level
to you (no action required) or your rage ends.
Your throwing techniques have become a perfect
extension of your melee prowess. When you throw a
weapon with which you are proficient, you can benefit
from your class features that only apply to melee
weapon attacks, such as Rage or Reckless Attack.
RETURNING ATTACKS
Bloodstorm Approach: 3rd level
THROW ANYTHING
Bloodstorm Approach: 6th level
FLING PEOPLE
Bloodstorm Approach: 10th level
weapon.
You can grapple creatures two sizes larger than you,
FISTS OF FURY instead of one.
Additionally, you can use creatures you have
Brawling Approach: 3rd level
grappled that are at least one size smaller than you as
You've learned to hone your rage through your fists. improvised weapons. When you do so, when you hit
Your unarmed strike damage increases by one step with an attack using a creature as a weapon, it takes
(from 1 to d4, d4 to d6, or d6 to d8). damage equal to your Strength modifier. While raging,
you can instead use creatures your size or smaller as
RECKLESS STRIKES improvised weapons.
Brawling Approach: 3rd level
While you are raging, not wearing heavy armor, and ENFORCER
not wielding a shield, when you hit a creature with an Brawling Approach: 14th level
unarmed strike or improvised weapon, you can choose When you would make an unarmed strike or attack
to forgo your rage damage to make the attack a with an improvised weapon with advantage, you can
reckless strike. choose to forgo the advantage. If you do so, your
Some of your reckless strikes require your target to critical hit range increases by 1 for that attack, and on a
make a saving throw to resist the reckless strike's hit, you deal maximum damage instead of rolling.
effects. The saving throw DC is calculated as follows:
SHATTERING STRIKES
Brawling Approach: 6th level
You learn maneuvers that are fueled by special dice Level Known Dice Quantity Dice Size
called superiority dice. See chapter 13 for the
3rd 2 2 d4
maneuvers list.
4th 2 2 d4
MANEUVERS KNOWN
5th 4 3 d6
You learn two maneuvers of your choice, and you earn
more at higher levels, as shown in the Maneuvers 6th 4 3 d6
Known column of the Champion Superiority table. 7th 5 3 d6
Many maneuvers enhance an attack in some way. You
can use only one maneuver per attack, and you may 8th 5 3 d6
only use each maneuver once per turn. 9th 6 4 d8
Each time you learn new maneuvers, you can also 10th 6 4 d8
replace one maneuver you know with a different one.
11th 7 4 d8
SUPERIORITY DICE 12th 7 4 d8
You have two superiority dice, which are d4s, and you
earn more at higher levels, as shown in the Superiority 13th 9 5 d10
Dice Quantity column of the Champion Superiority 14th 9 5 d10
table. This die changes as you gain berserker levels, as
15th 10 5 d10
shown in the Superiority Dice Size column of the
Champion Superiority table. A superiority die is 16th 10 5 d10
expended when you use it. 17th 11 6 d12
You regain all of your expended superiority dice
18th 11 6 d12
when you finish a short or long rest.
19th 12 6 d12
MANEUVER ABILITY
20th 12 6 d12
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, THE THRILL
you use this ability modifier when setting the saving Champion Approach: 6th level
throw DC for a maneuver you use. You have advantage on ability checks and saving
throws to avoid being charmed or frightened, and
Maneuver save DC = 8 + your proficiency bonus +
creatures can't have advantage on ability checks or
your maneuver ability modifier saving throws to avoid being charmed or frightened by
effects that you control.
RECKLESS MANEUVERS
Champion Approach: 3rd level
BATTLEFIELD EUPHORIA
When you use your Reckless Attack feature, you have Champion Approach: 10th level
advantage on superiority die rolls that would be added While raging, when you score a critical hit with a melee
to the attack or damage rolls of your affected attacks. weapon attack, and when you reduce a hostile
creature to 0 hit points with a melee weapon attack,
you recover an expended superiority die.
FURIOUS INFLUENCE
Champion Approach: 14th level
FRENZY
Frenzied Approach: 3rd level
it.
When you finish a long rest, you
additional level.
MANIACAL RAGE
Frenzied Approach: 3rd level
MINDLESS RAGE
Frenzied Approach: 6th level
of the rage.
INTIMIDATING PRESENCE
Frenzied Approach: 10th level
RETALIATION
Frenzied Approach: 14th level
table.
You may only cast tech powers at
TECHCASTING FOCUS
You use a wristpad (found in chapter 5 of the Player's
Handbook) as a tech focus for your tech powers.
INDUSTRIOUS TECH
Industrial Approach: 3rd level
You can cast tech powers while raging as long as the
power's casting time is no more than 1 action and the
power does not require concentration. While raging,
you add your rage damage to damage rolls from tech
powers you cast that require a tech attack or saving
throw. If a tech power damages more than one target,
you may only apply your rage damage to one of them.
Casting tech powers during rage counts as attacking
for the purposes of maintaining rage, and you can use
your Reckless Attack feature to gain advantage when
casting a tech power that requires a tech attack.
takes acid, cold, fire, ion, or lightning damage (your Level Known Points Level
choice) equal to your rage damage bonus, and you gain 3rd 3 2 1st
resistance to the chosen damage type until the end of 4th 4 2 1st
your next turn.
You can use this feature three times. You gain an 5th 5 3 1st
additional use at 9th, 13th, and 17th level. You regain 6th 6 3 1st
all expended uses when you complete a short or long
7th 7 4 2nd
rest.
8th 8 4 2nd
PAINKILLER 9th 9 5 2nd
Industrial Approach: 10th level
10th 10 5 2nd
Whenever you cast a tech power of 1st-level or higher,
or deal damage using your Explosive Resilience 11th 11 6 2nd
feature, you can cause a friendly creature you can see 12th 12 6 2nd
within 30 feet to gain temporary hit points equal to half
13th 13 7 3rd
your berserker level + your Intelligence modifier.
Additionally, while they have these temporary hit 14th 14 7 3rd
points, they have advantage on saving throws against 15th 15 8 3rd
effects that would cause them to be frightened.
16th 16 8 3rd
FINAL COUNTDOWN 17th 17 9 4th
Industrial Approach: 14th level
18th 18 9 4th
When you are reduced to 0 hit points but not killed
19th 19 10 4th
outright, and you have at least one tech point
remaining, you can expend all your remaining tech 20th 20 10 4th
points and instead to drop to one hit point (no action
required). If you do so, each creature within 30 feet of
you must make a Dexterity saving throw against your
tech save DC. On a failed save, they take 1d12 acid,
cold, fire, ion, or lightning damage (your choice)
damage for each tech point spent in this way, or half as
much on a successful one.
CAREFUL STEPS
Precision Approach: 3rd level
FOCUSED RAGE
Precision Approach: 3rd level
BATTLE ANTICIPATION
Precision Approach: 6th level
INSPIRING PRESENCE
Warchief Approach: 6th level
RAID PLANNING
Warchief Approach: 10th level
WAR CHANT
Warchief Approach: 14th level
the Way of Confluence master this power, When you cast a 5th level or lower force power that
manipulating those connections to both sustain and deals damage or restores hit points and targets only
torment. one creature, the power can instead target two
creatures within range and within 5 feet of each other.
MANIPULATE LIFE FORCE
You can use this feature five times. You gain an
Way of Confluence: 3rd level
additional use at 17th level. You regain all expended
When you reduce a hostile creature to 0 hit points with uses when you finish a long rest.
a force power, or restore hit points to a creature with 0
hit points with a force power, you gain temporary hit DYNAMIC ATTACHMENT
points equal to half your consular level + your Wisdom Way of Confluence: 18th level
or Charisma modifier (your choice, minimum of one). While you have temporary hit points, you have
resistance against the damage of force powers, and
EMPOWERED CONNECTION
your force powers ignore resistances.
Way of Confluence: 6th level
While you have temporary hit points, you can add half
your Wisdom or Charisma modifier (your choice,
minimum of one) to any damage or healing you do
with force powers that doesn't already include that
modifier.
LIFE ETERNAL
Way of Confluence: 10th level
class.
As an action, you can choose a point within 60 feet.
Your base AC becomes 13 + your Constitution modifier.
Each creature of your choice within 30 feet of that
When you make a melee weapon attack as a part of a
point must make a Constitution saving throw against
your universal force save DC. On a failed save, a
force power you cast, you can use Wisdom or Charisma
creature takes 5d10 force damage and suffers 1 level
(your choice) instead of Strength for the attack and
of exhaustion. On a successful save, a creature takes
damage rolls.
half damage and does not suffer exhaustion.
Additionally, as an action, you can gain resistance to For each creature that fails this saving throw, a
kinetic and energy damage for 1 minute. This effect friendly creature within 30 feet of them can regain hit
lasts until you end it as a bonus action, you are points equal to the amount of damage dealt. A friendly
incapacitated, or you don armor other than a shield. creature can only gain this benefit once per turn.
You can use this feature twice. You regain all expended You can use this feature six times. You regain all
uses of it when you finish a short or long rest. expended uses when you finish a long rest.
RETALIATION STRIKE
Way of Endurance: 6th, 9th,
damage.
This die increases when you reach certain levels
BOUNDLESS VITALITY
Way of Endurance: 10th level
When you take damage, you can use your reaction and
expend a force point to regain health equal to 1d8 +
your Wisdom or Charisma modifier (your choice,
minimum of one) as long as the damage would not
reduce your hit points to 0.
This die increases when you reach certain levels in
this class: to 1d10 at 14th level, and to 1d12 at 18th
level.
creature other than you, and use the Force to cause it When you deal damage to a creature while Saber
to levitate, acting as an extension of your will for 1
Storm is active, and that creature fails a Constitution
minute. When you activate this feature, you can cause
saving throw to maintain concentration on a force
the weapon to move up to 10 feet and make a melee
power, you can steal and redirect the power. Until the
force attack against a creature within 5 feet of it. On a
end of your next turn, either you or the creature who
hit, the target takes 1d8 + your forcecasting ability failed the Constitution saving throw gain the effects of
modifier damage. The type is of the normal damage
the power (your choice).
dealt by the weapon. The weapon then returns to your
side. SAPPING STORM
Your weapon moves with you, and while Saber Storm
is active and you have a weapon animated, on each of Way of Manipulation: 18th level
your turns you can use an action to move a weapon up When you reduce a hostile creature to 0 hit points
to 10 feet and repeat the attack against a creature while Saber Storm is active, you gain temporary force
within 5 feet of it. The weapon then returns to your points equal to your Wisdom or Charisma modifier
side. Your Saber Storm ends early if you are (your choice, minimum of one). These temporary force
incapacitated. At any time, you can end this feature points can not exceed your Wisdom or Charisma
and return the animated weapon to your hand. modifier (your choice), and when you would spend a
Additionally, while your Saber Storm is active, and at force point while you have temporary force points, the
least one animated weapon is within 5 feet of you, you temporary force points are spent first. When Saber
gain the following benefits: Storm ends, you lose any remaining temporary force
points.
You gain a bonus to your AC equal to your Wisdom or
Charisma modifier (your choice, minimum of +1) if it
doesn't already include that modifier.
You gain a bonus to any Constitution saving throw you
make to maintain your concentration on a power. The
bonus equals your Wisdom or Charisma modifier (your
choice, minimum of +1).
DECEPTIVE STRIKE
Way of Manipulation: 6th level
When you cast a force power with a range of touch
while Saber Storm is active, your animated weapon can
move up to its range and deliver the power as if it had
cast it.
minimum of +1). You can casually deflect attacks while channeling your
You can use this feature twice. You gain an additional power. While you are concentrating on a Force power,
use at 5th, 9th, 13th, and 17th level. You regain all you have a +2 bonus to your AC and all saving throws.
expended uses when you finish a long rest. Additionally, you can extend your Force Deflection to
a creature within 5 feet of you when they fail a saving
POWER SURGE throw.
Way of Negation: 6th level
strengthen your damaging force powers. When you use your Force Deflection feature, you can
You can store a maximum number of power surges cause a ripple in the Force to expand from you. Up to
equal to your Wisdom or Charisma modifier (your three creatures of your choice that you can see within
choice, minimum of one). Whenever you successfully 60 feet of you each take force damage equal to half
end a force power with a power such as force your consular level.
suppression or sever force, or use your Force Shield or
Force Deflection features to successfully avoid an TUTAMINIS MASTERY
attack or succeed on a saving throw, you gain one Way of Negation: 18th level
power surge, as you redirect the flow of the Force into When you use a Force-Empowered Casting option, you
yourself. can spend a power surge to use it without spending
additional force points.
Way of Seer attempt to harness these visions in an You can call up visions of the past that relate to an
attempt to work towards the best possible future, as object you hold or your immediate surroundings. You
they see it. spend at least 1 minute in meditation, then receive
dreamlike, shadowy glimpses of recent events. You can
FORCE VISIONS
meditate in this way for a number of minutes equal to
Way of the Seer: 3rd level
your Wisdom score and must maintain concentration
Glimpses of the future begin to press in on your during that time, as if you were casting a force power.
awareness. When you finish a long rest, roll two d20s Once you've used this feature, you can't use it again
and record the numbers rolled. You can replace any until you finish a short or long rest.
attack roll, saving throw, or ability check made by you Object Reading. Holding an object as you meditate,
or a creature that you can see with one of these you can see visions of the object's previous owner.
foretelling rolls. You must choose to do so before the After meditating for 1 minute, you learn how the owner
roll, and you can replace a roll in this way only once per acquired and lost the object, as well as the most recent
turn. Each foretelling roll can be used only once. When significant event involving the object and that owner. If
you finish a long rest, you lose any unused foretelling the object was owned by another creature in the
rolls. recent past (within a number of days equal to your
Wisdom score), you can spend 1 additional minute for
POWERFUL MIND each owner to learn the same information about that
Way of the Seer: 6th, 9th, 13th, and 17th level
creature.
You can use your force abilities to read a creature's Area Reading. As you meditate, you see visions of
thoughts. You can then use your access to the recent events in your immediate vicinity (a room,
creature's mind to command it. street, tunnel, clearing, or the like, up to a 50-foot
As an action, choose one creature that you can see cube), going back a number of days equal to your
within 60 feet of you. That creature must make a Wisdom score. For each minute you meditate, you
Wisdom saving throw against your universal force save learn about one significant event, beginning with the
DC. If the creature succeeds on the saving throw, you most recent. Significant events typically involve
can't use this feature on it again until you finish a long powerful emotions, such as battles and betrayals,
rest. If the creature fails its save, you can read its marriages and murders, births and funerals. However,
surface thoughts (those foremost in its mind, reflecting they might also include more mundane events that are
its current emotions and what it is actively thinking nevertheless important in your current situation.
about) when it is within 60 feet of you. This effect lasts
for 1 minute. During that time, you can use your action SHIELDED THOUGHTS
to end this effect and cast the coerce mind force power Way of the Seer: 14th level
at its base level on the creature without expending Your thoughts can't be read by telepathy or other
force points. The target automatically fails its saving means unless you allow it. You also have resistance to
throw against the power. psychic damage, and whenever a creature deals
You can use this feature three times. You gain an psychic damage to you, that creature takes the same
additional use at 9th, 13th, and 17th level. You regain amount of damage that you do.
all expended uses when you finish a long rest.
CLARITY OF VISION
Way of the Seer: 18th level
consulars who follow the Way of Technology pair their When you use your action to cast a force power, and
mastery of the Force with the versatility of technology, you use your Fundamentals of Mechu-deru feature as
applying the knowledge in tandem to perform unseen a part of that casting, you can use your bonus action to
feats. cast one of the tech powers you know, as long as that
FUNDAMENTALS OF MECHU-DERU power has a casting time of 1 action or bonus action.
Way of Technology: 3rd, 5th, 9th, 13th, and 17th level MECHU-DERU MASTERY
You've dabbled in adapting your use of the Force, Way of Technology: 18th level
melding it with technology. You gain proficiency in the You can cast one 5th-level tech power of your choice at
Technology skill, as well as simple blasters. When you its base level. The power counts as a universal force
cast a force power that calls for a melee weapon power for you, and you do not require force points to
attack, and you are wielding a blaster with which you cast this power. Once you've done so, you can't do so
are proficient, you can instead make a ranged weapon again until you complete a long rest.
attack.
Additionally, you've learned to manipulate the Force
to be able to manipulate technology when it couldn't
previously. When you cast a force power that could not
affect droids or constructs, you can choose to have it
affect droids or constructs. If it would affect multiple
targets, you must expend additional uses of this
feature for each additional target. You can use this
feature twice. You gain an additional use at 5th, 9th,
13th, and 17th level. You regain all expended uses
when you complete a long rest.
TECHCASTING SECRETS
Way of Technology: 6th, 7th, 13th, and 17th level
IONIZED WEAVE
Way of Technology: 10th level
throw.
Your force powers batter and blast your enemies with You can manipulate creatures of Gargantuan size or
the strength of a hurricane. When you cast a force smaller with your force powers and Way of Telekinetics
power of 1st level or higher that deals force or kinetic features.
damage, one creature of your choice damaged by that Additionally, whenever a force power you cast
power must make a Strength saving throw against your pushes or pulls a creature, you can increase the
universal force save DC or be knocked prone. distance of that push or pull by an additional 20 feet.
This feature can affect additional creatures when you
reach higher levels: two creatures at 11th
Telekinetics features.
your own humanoid companion. Once per turn, when your companion is within 10 feet
Create your humanoid companion as detailed in the of you, and both you and your companion have to
Companions section of the Customization Options make a saving throw to resist the same effect, either
document for Expanded Content. you or your companion can choose to have
In addition to its traits and features, your companion disadvantage on the save. If either of you do so, the
gains additional benefits while it is bonded to you: other of the two of you gains advantage on the save.
You can use this feature before or after you both make
Your companion gains two additional traits. It gains one
the saving throw, but you must do so before the GM
more additional trait when you reach 11th level in this
says whether the save succeeds or fails.
class. For each trait in excess of your proficiency bonus,
At 17th level, your companion must be within 60 feet
your force point maximum is reduced by 2. of you to benefit from this feature.
Lastly, while bonded and within 10 feet of you, when
your companion is hit by an attack, you can use your NOW I AM THE MASTER
reaction and expend a use of your Force Shield feature Way of Tutelage: 18th level
to shroud it in Force energy. If you do so, until the start Your companion has learned almost all that it can from
of your next turn, both you and your companion gain you. As an action on its turn, your companion can take
the benefits of your Force Shield. This includes the the lead, gaining the following benefits for 1 minute:
triggering attack.
At 11th level, your companion must be within 30 feet It gains temporary hit points equal to twice its level.
of you to benefit from this feature. At 17th level, your Once per turn, when it deals damage or restores hit
companion must be within 60 feet. points, it can roll an additional die.
It gains resistance to kinetic and energy damage.
STRENGTH FLOWS FROM THE FORCE
This effect ends early if your
long rest.
same time that you meet its prerequisites. On your turn, when you make an attack roll with your
modified lightsaber, you can choose to forgo your
ADDITONAL BEAM PORT proficiency bonus. If you do, you can use your reaction
You install a second beam port into your modified to erect a temporary barrier that lasts until the start of
lightsaber. Your modified lightsaber gains the double your next turn. While the barrier is activated, you have
(1d8) property. You can only benefit from this property a bonus to AC against the first attack roll made against
while wielding your modified lightsaber with two you equal to your proficiency bonus.
hands.
BEAM GEM LENS
ADEGAN CRYSTAL Prerequisite: 5th level
damage. Any electronics not being worn or held within You heavily modify your lightweapon to allow you to
the barrier's radius are disabled until rebooted. make a ranged weapon attack. With this modification,
you can make a ranged weapon attack with a range of
ADVANCED BRIGHTSABER 30/60. On a hit, it deals 1d6 energy damage.
Prerequisite: 15th level, Prototype Brightsaber
Additionally, when you make your first attack on
You further fine tune your brightsaber. While activated, your turn, you can alter the properties of your
your modified lightsaber's bright light now modified lightsaber. Until the start of your next turn,
automatically dispels illusions and can detect the damage type of your modified lightsaber is
invisibility, as with truesight. changed to ion.
Additionally, when you activate this conversion to You can use this trait a number of times equal to
alter the properties of your lightweapon and use a your Intelligence modifier (a minimum of once). You
bonus action to attempt to blind your target, it makes regain all expended uses when you complete a short or
the saving throw with disadvantage. long rest.
ADVANCED DISRUPTORSABER BRIGHTSABER CONVERSION
Prerequisite: 15th level, Prototype Disruptorsaber
Incompatible with other conversions
You further fine tune your disruptorsaber. While You modify your lightweapon, giving it a brighter glow.
activated, your modified lightsaber lightly obscures the While activated, your modified lightsaber sheds bright
area within 5 feet of it. light in a 20-foot radius and dim light for an additional
Additionally, when you activate this conversion to 20 feet.
alter the properties of your lightweapon and use a Additionally, when you make your first attack on
bonus action to attempt to knock your target prone, your turn, you can alter the properties of your
the next saving throw you make before the end of your modified lightsaber. Until the start of your next turn,
next turn has advantage. the damage type of your modified lightsaber is
changed to fire.
You can use this trait a number of times equal to
your Intelligence modifier (a minimum of once). You
regain all expended uses when you complete a short or
long rest.
BURN THROUGH
When you score a critical hit with your modified
lightsaber, you have advantage on the next attack roll
you make against that creature.
your modified saber's hilt. Your modified lightsaber You fine tune your blastsaber. When you activate this
gains the finesse property. conversion to alter the properties of your lightweapon,
you can use your bonus action to cause your modified
CROSSGUARD lightsaber to let loose a burst of energy. Creatures
You add an energy guard at the base of your modified other than yourself within 5 feet of the target creature
lightsaber's blade. While wielding your modified must succeed on a Dexterity saving throw. On a failed
lightsaber, you gain a +1 bonus to your armor class save, they take ion damage equal to your Intelligence
against melee weapon attacks. modifier.
DISRUPTORSABER CONVERSION PROTOTYPE BRIGHTSABER
Incompatible with other conversions
Prerequisite: 7th level, Brightsaber Conversion
You modify your lightweapon, causing it to eminate a You fine tune your brightsaber. When you activate this
sickly green light. Your modified lightsaber loses the conversion to alter the properties of your lightweapon,
luminous property. you can use your bonus action to attempt to blind the
Additionally, when you make your first attack on target of the attack. The creature must succeed on a
your turn, you can alter the properties of your Constitution saving throw or be blinded.
modified lightsaber. Until the start of your next turn,
the damage type of your modified lightsaber is PROTOTYPE DISRUPTORSABER
changed to acid. Prerequisite: 7th level, Disruptorsaber Conversion
You can use this trait a number of times equal to You fine tune your disruptorsaber. When you activate
your Intelligence modifier (a minimum of once). You this conversion to alter the properties of your
regain all expended uses when you complete a short or lightweapon, you can use your bonus action to attempt
long rest. to knock the target of your attack prone. The creature
must make a Strength saving throw or be knocked
EXTENDED BEAM prone.
You install a series of beam focusing amplifiers into
your modified lightsaber. Your modified lightsaber RETURNING WEAPON
gains the reach property. You install a retractible chain in the hilt of your
modified lightsaber. Your modified lightsaber gains the
GREATSABER ARRAY thrown property with a range of 20/60, and when you
You augment the configuration of your modified throw the weapon, it immediately returns to your
lightsaber. Your modified lightsaber gains the two- hand.
handed property, and it's damage die increases to
1d12.
INTENSE BEAM
Prerequisite: 11th level, Burn Through
MAGNETIC-LOCK GRIP
You insert a series of magnetically charged grips into
your modified lightsaber's hilt. While wielding your
modified lightsaber, you have advantage on ability
checks and saving throws made to disarm or avoid
being disarmed.
BONUS PROFICIENCIES Once per round, when you deal damage to a droid or
Astrotech Engineering: 3rd level
construct, you can expend one use of your Potent
You gain proficiency in astrotech's implements. Aptitude to deal an extra 2d6 damage to that target.
Additionally, when you engage in crafting with The damage is the same type as the source of the
astrotech's implements, the rate at which you craft damage.
doubles. The damage increases when you reach certain levels
in this class, increasing to 3d6 at 5th level, 5d6 at 10th
ELECTRONIC WARFARE PLATFORM level, and 8d6 at 15th level.
Astrotech Engineering: 3rd, 9th, and 17th level
a long rest, you can modify your astrotech's Your mastery of droids improves your ability to
implements. You must have astrotech's implements in manipulate them. When you cast a power that could
order to perform this modification. affect only droids or constructs, and you only affect
Your electronic warfare platform is enhanced, droids with the power, you can choose to treat the
requires attunement, can only be used by you, and power as if cast at your Max Power Level.
counts as a tech focus for your tech powers while you You can use this feature three times. You gain an
are attuned to it. Your electronic warfare platform has additional use at 9th, 13th, and 17th level. You regain
4 modification slots, and it gains more at higher levels, all expended uses when you complete a long rest.
as shown in the Modification Slots column of the
engineer table. For each modification installed in SYSTEMS HIJACK
excess of your proficiency bonus, your tech point Astrotech Engineering: 14th level
maximum is reduced by 1. Over the course of a long All droids, constructs, and creatures wearing or holding
rest, you can install, replace, or remove a number of a techcasting focus within 120 feet are viable targets
modifications up to your Intelligence modifier for any tech powers which you cast with a range of
(minimum of one). touch.
Some modification effects require saving throws.
When you use such an effect from this class, the DC ELECTROMAGNETIC BURST
equals your tech save DC. Astrotech Engineering: 18th level
Your electronic warfare platform comes equipped As an action, you can end your field in a
with electromagnetic projection and sensing systems, electromagnetic burst of power with an effect
enabling three fields: ionizing, jamming, and targeting. determined by the field you were generating.
As a bonus action, you can activate a field, which lasts Once you've used this feature, you must complete a
for 1 minute, causing an effect determined by the field. long rest before you can use it again.
Only one field can be active at a time, and you can end
your field at any time on your turn, no action required. IONIZING BURST
The range of your barriers increases to 15 feet at 9th Choose up to 10 creatures of your choice that are
level and 30 feet at 17th level. You can use these fields within 60 feet. Each must make a Constitution saving
a combined number of times equal to your proficiency throw. On a failed save, a target takes 14d6 ion
bonus, as shown in the engineer table. You regain all damage and is stunned until the start of your next
expended uses when you complete a long rest. turn. On a success, it takes half damage and isn't
stunned.
IONIZING FIELD
Whenever a droid or construct other than you starts its JAMMING BURST
turn within 5 feet of you, it gains 4 slowed levels and Choose up to 10 creatures of your choice that are
takes ion damage equal to half your engineer level. within 60 feet. Once in the next minute, when a chosen
creature fails a saving throw caused by a tech power or
JAMMING FIELD is hit by an attack power, the creature can choose to
Whenever you or a friendly creature within 10 feet of succeed on the saving throw or have the attack miss
you are forced to make a saving throw by a tech power, instead.
the creature gains a bonus to the saving throw equal to
your Intelligence modifier (minimum of +1). TARGETING BURST
Choose up to 10 creatures of your choice that are
TARGETING FIELD within 60 feet. Each creature must succeed on a
You and friendly creatures within 5 feet of you gain a Constitution saving throw against your tech save DC or
bonus to the first ranged weapon damage rolls you be blinded for 1d4+1 turns.
same time that you meet its prerequisites. You gain a +1 bonus to the tech save DC of powers you
cast that requires a Strength or Constitution saving
AI AMPLIFIER throw. This bonus increases to +2 at 9th level and +3 at
Prerequisite: 5th level
13th level.
You gain a +1 bonus to melee tech attack rolls. This
bonus increases to +2 at 9th level and +3 at 13th level. GROUNDING SYSTEM
You have advantage on saving throws against lightning
AI RANGEFINDER damage.
Prerequisite: 5th level
You gain a +1 bonus to ranged tech attack rolls. This HACKED COMMUNICATIONS
bonus increases to +2 at 9th level and +3 at 13th level. As a bonus action, you may choose any number of
creatures that you can see within 60 feet of you that
ADVANCED HARDENING have commlinks, headcomms, or other such
Prerequisite: 15th level, Hardening
communications devices. Each creature must succeed
You have resistance to ion damage. on a Constitution saving throw or take sonic damage
equal to your Intelligence modifier (minimum of one).
ADVANCED GROUNDING SYSTEM
Additionally, on a failed save, their communication
Prerequisite: 15th level, Prototype Grounding System
devices are disabled until rebooted.
You have resistance to lightning damage.
Once you've used this feature, you must complete a
ADVANCED JAMMING PHASED ARRAY short or long rest before you can use it again.
Prerequisite: 15th level, Prototype Jamming Phased
HARDENING
Array
resistance from any creature within range of your field. While your ionizing field is active, as an action, you can
Additionally, when you use your Ionizing Phased send forth blasts of directed ionic energy. Make two
Array feature, you create a fourth blast. ranged tech attacks against targets within the field.
These attacks can target the same creature or different
ADVANCED TARGETING PHASED ARRAY
ones. Make separate attack rolls for each blast. The
Prerequisite: 15th level, Prototype Targeting Phased
While your targeting field is active, as an action, you JAMMING PHASED ARRAY
can allow a number of allies within the field up to your While your jamming field is active, as an action, you can
Intelligence modifier (minimum of one) to use their choose a number of creatures concentrating on a
reaction to make a ranged weapon attack against a power equal to your Intelligence modifier (a minimum
single target you can see. of one) within your field, and force them to make a
Once you've used this feature, you must complete a Concentration saving throw. If you cause at least one
short or long rest before you can use it again. creature to lose concentration on a power using this
feature, you can use your reaction to make all
DROID RESTRAINTS
creatures that lost concentration take ion damage
When you would install a restraining bolt, you can do equal to your Intelligence modifier.
so in half the time. Additionally, when determining the
save DC of a restraining bolt you control, you can use MINIATURIZED REPULSOR COILS
your tech save DC, if it would be higher than the item's Your electronic warfare platform can store 20 lb., not
DC. exceeding 1 cubic foot, which does not count towards
your encumbrance.
FLASHLIGHT ATTACHMENT
You affix a targeted light to your electronic warfare
platform. As a bonus action, you can toggle the light on
or off. While on, your electronic warfare platform sheds
bright light in a 60-foot cone.
You further tweak your transmitter design, extending You integrate a portable, personal cloaking device into
the area of your fields. When you activate a field you your electronic warfare platform. Activating or
may choose to double the radius of your field. deactivating the generator requires a bonus action
Once you've used this feature, you must complete a and, while active, you have advantage on Dexterity
long rest before you can use it again. (Stealth) ability checks that rely on sight. The generator
lasts for 1 minute. This effect ends early if you make an
PROTOTYPE GROUNDING SYSTEM attack or cast a force or tech power.
Prerequisite: 7th level, Grounding System
Once the generator has been activated, it can't be
You have immunity to the shocked condition. activated again until you finish a short or long rest.
PROTOTYPE JAMMING PHASED ARRAY TARGETING PHASED ARRAY
Prerequisite: 7th level, Jamming Phased Array
Prerequisite: 5th level
While your jamming field is active, when a creature While your targeting field is active, as an action, you
within your field attempts to cast a tech power, you can can choose a number of creatures equal to your
use your reaction to cast the tech override power at Intelligence modifier you can see within 60 feet (a
3rd level without spending tech points. When you cast minimum of one creaeture), and force them to make a
this power using this feature and you make the Dexterity saving throw. On a failed save, all ranged
techcasting ability check as a part of this casting, you weapon attacks made by allies within your field against
add your proficiency bonus to the check. the target have advantage until the beginning of your
Once you've used this feature, you must complete a next turn.
short or long rest before you can use it again.
TRUELIGHT ATTACHMENT
PROTOTYPE IONIZING PHASED ARRAY Prerequisite: 11th level, Flashlight Attachment
PROTOTYPE TARGETING PHASED ARRAY You gain a +1 bonus to the tech save DC of powers you
Prerequisite: 7th level, Target Marking Phased Array
cast that requires a Wisdom or Charisma saving throw.
While your targeting field is active, as an action, you This bonus increases to +2 at 9th level and +3 at 13th
can cast the scramble interface power at 3rd level level.
without spending tech points.
Once you've used this feature, you must complete a X-RAY TARGETING
short or long rest before you can use it again. Prerequisite: 5th level
to you: When you are the source of an effect that would force
other creatures to make a saving throw, and your droid
Your droid is a valid target of the tracker droid interface is one of those creatures, you can have your droid
tech power. automatically succeed on the save. When your droid is
Your droid gains two additional traits. It gains one more the source of an effect that would force other
additional trait when you reach 11th level in this class. creatures to make a saving throw, and you are one of
For each droid trait in excess of your proficiency bonus, those creatures, you can choose to automatically
your tech point maximum is reduced by 1. Over the succeed on the save.
course of a long rest, you can install, replace, or
remove a number of droid traits equal to half your
DROID DEFENSE
Intelligence modifier (minimum of one). Astrotech Engineering: 18th level
attunement, can only be used by you, and counts as a You add your Intelligence modifier (a minimum of +1)
tech focus for your tech powers while you are attuned to any damage you deal with tech powers and class
to it. Your modified instrument has 4 modification features that deal sonic damage.
slots, and it gains more at higher levels, as shown in
the Modification Slots column of the engineer table. SMOOTH RHYTHM
For each modification installed in excess of your Audiotech Engineering: 14th level
proficiency bonus, your tech point maximum is Whenever you use your Potent Aptitude while your
reduced by 1. Over the course of a long rest, you can playing an enhanced song, you can roll a d6 and use it
install, replace, or remove a number of modifications instead of expending a Potent Aptitude Dice.
up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. LEGENDARY CODA
When you use such an effect from this class, the DC
Audiotech Engineering: 18th level
same time that you meet its prerequisites. For the duration of an enhanced song you play,
whenever any creature that can hear your song tries to
ADVANCED BATTLE ENHANCEMENT attack you for the first time on a turn, the attacker
Prerequisite: 15th level, Prototype Battle
must make a Charisma saving throw. On a failed save,
Enhancement
it can't attack you on this turn, and it must choose a
While playing your Song of Battle, your tech powers new target for its attack or the attack is wasted. On a
and class features ignore resistance to sonic damage, successful save, it can attack you on this turn, but it has
and immunity to sonic damage is instead treated as disadvantage on any saving throw it makes against
resistance from any creature within range of your song your powers or features on your next turn.
that can hear you. Once you've used this feature, you must complete a
Additionally, when you use your Battle Song long rest before you can use it again.
Enhancement feature, you create a fourth burst.
FINDING MY WAY
ADVANCED DISRUPTION ENHANCEMENT Prerequisite: Rush
Prerequisite: 15th level, Prototype Disruption
While you are playing an enhanced song, when a
Enhancement
creature would make a melee attack roll against you,
While playing your Song of Disruption, any hostile you can use your reaction to move 5 feet without
creature within range of your song that can hear you provoking opportunity attacks, imposing disadvantage
must make a Constitution saving throw at the end of on the roll.
each of its turns to maintain concentration on the You can use this feature twice. You gain an additional
power. use at 5th, 9th, 13th, and 17th level. You regain all
expended uses when you complete a short or long
ADVANCED SUPPORT ENHANCEMENT
rest.
Prerequisite: 15th level, Prototype Support
Enhancement
HYPNOTIC MELODY
While playing your Song of Support, allies add your As an action while wielding your modified instrument,
Intelligence modifier to their death saving throws you can begin to play a song woven with subtle
(minimum of +1). If this amount would increase the roll hypnotic influence. Choose a number of creature up to
of the d20 to 20 or greater, the creature regains 1 hit your Intelligence modifier. If those creatures listen to
point. this song for a full minute, they must succeed on a
Wisdom saving throw or become charmed by you for 1
BATTLE SONG ENHANCEMENT
minute. Creatures that succeed the saving throw are
Prerequisite: 5th level
concentration on a power using this feature, you can The radius of your songs increases to 120 feet.
use your reaction to make all creatures that lost Additionally, any tech power you cast with your
concentration take damage equal to your Intelligence modified instrument that deals sonic damage and has
modifier. a range of 10 feet or greater gains a range of 120 feet.
MAGNIFYING DEVICE
Prerequisite: 5th level
a successful save. While using your instrument as a tech focus, you gain a
Additionally, when you use your Battle Song +1 bonus to your tech save DC. This bonus increases to
Enhancement feature, you create a third burst. +2 at 9th level and +3 at 13th level.
allies. If you or any friendly creatures who can hear While playing an enhanced song, you can use your
your performance regain hit points at the end of the bonus action to change from one song to another.
short rest, each of those creatures regains an extra 1d6 SUPPORT SONG ENHANCEMENT
hit points.
Prerequisite: 5th level
The extra hit points increase when you reach certain While playing your Song of Support, when you cast a
levels in this class: to 1d8 at 9th level, to 1d 10 at 13th tech power that restores hit points or grants
level, and to 1d12 at 17th level. temporary hit points, the amount restored or granted
is increased by an amount equal to your Intelligence
modifier (minimum of +1).
WEAPON INTEGRATION
You can integrate a single weapon that weighs no more
than 8 lb. into your instrument. While integrated, that
weapon gains the hidden property.
in crafting with biochemist's kits and poisoner's kits, Whenever you grant temporary hit points, or deal acid
the rate at which you craft doubles. or poison damage using a tech power or class feature,
you may expend one use of your Potent Aptitude to
MODIFIED BIOCHEMIST'S PACK increase the potency. When you do so, the amount of
Biochem Engineering: 3rd level
temporary hit points you grant or damage you deal is
You learn to modify and combine your biochemist's kit increased by the amount rolled on the die. The damage
and poisoner's kit, creating a mobile laboratory using is the same type as the original damage.
your chemistry expertise. Over the course of a long
rest, you can create your modified biochemist's pack. POTENT MIXTURES
You must have a biochemist's kit, a poisoner's kit, and Biochem Engineering: 6th level
materials in order to perform this modification. When you cast a tech power of 1st-level or higher that
Your biochemist's pack is enhanced, requires grants temporary hit points, or deals acid or poison
attunement, can only be used by you, and counts as a damage, you add your Intelligence modifier (a
tech focus for your tech powers while you are attuned minimum of +1) to the roll.
to it. Your modified biochemist's pack has 4
modification slots, and it gains more at higher levels, as EPICENTER
shown in the Modification Slots column of the engineer Biochem Engineering: 14th level
table. For each modification installed in excess of your As a reaction when you take damage from a creature
proficiency bonus, your tech point maximum is within 15 feet of you that you can see, you can use one
reduced by 1. Over the course of a long rest, you can of your mixtures. The effects of the mixture release in a
install, replace, or remove a number of modifications 15-foot-radius sphere centered on you, and if the
up to your Intelligence modifier (minimum of one). mixture requires a saving throw, you automatically
Some modification effects require saving throws. succeed on it. Additionally, the affected area is difficult
When you use such an effect from this class, the DC terrain to creatures other than you until the end of
equals your tech save DC. your next turn.
Your modified biochemist's pack comes equipped Once you've used this feature, you must complete a
with a chemical distribution system, complete with short or long rest before you can use it again.
three chemical mixtures: corrosive, invigorating, and
noxious. As an action, you can activate your distributor MASTERFUL MIXTURES
and target a creature within 30 feet, with an
Biochem Engineering: 18th level
effect determined by the mixture. When you deal acid or poison damage using a tech
CORROSIVE MIXTURE power or class feature, you ignore resistance and treat
pack you have resistance to that type of damage. You add additional chemicals to your modified
You can select this modification multiple times. Each biochemist's pack. When you deal cold damage with a
time you do so, you must choose a different damage tech power or class feature, you can use your
type. Biochemist's Touch and Potent Mixture features.
Additionally, when a creature fails their Constitution
COUNTERTOXIN
saving throw against your Noxious Mixtures feature,
When you or an ally within 30 feet of you is suffering
you can choose to instead deal cold damage. If you do
from the poisoned condition, you may use your
so, it gains 1 slowed level until the start of your next
reaction on your turn to end the poisoned condition on
turn. You can use this feature three times. You gain an
that creature. The creature also gains immunity to the
additional use at 9th, 13th, and 17th level. You regain
poisoned condition for one minute.
all expended uses when you complete a short or long
You can use this feature twice. You gain an additional
rest.
use at 5th, 9th, 13th, and 17th level. You regain all
expended uses when you complete a short or long EXPANDED CHEMICALS: RESTORATIVE
rest. Prerequisite: 5th level
creature in a 10-foot-radius sphere centered on a point Whenever you use your Biochemist's Touch feature,
you can see within 30 feet. you may select one creature that was damaged. At the
You can use this feature twice. You gain an additional start of each of that creature's turns, it must make a
use at 5th, 9th, 13th, and 17th level. You regain all Constitution saving throw. On a failed save, it takes
expended uses when you complete a short or long damage of the triggering type equal to your
rest. Intelligence modifier and has disadvantage on attack
rolls until the start of its next turn. On a success, this
INJECTION APPARATUS feature ends, and the creature becomes immune to it
You install a wrist mounted injection apparatus into for one day.
your modified biochemist's pack. It is a simple Once you've used this feature, you must complete a
vibroweapon with the finesse and light properties, and short or long rest before you can use it again.
deals 1d4 kinetic damage on a hit. Your injection
apparatus does not fill the hand slot, but you can't use PIERCING GEL
it while the hand is full. Prerequisite: 11th level, Luminous Gel
When you hit with the weapon, you can activate your Your luminous gel now automatically dispels illusions
distributor to deploy one of your mixtures. If you do so, and can detect invisibility, as with truesight.
the target has disadvantage on the saving throw SELF-INJECTION MODULE
against your mixture. You install a special kolto injector into your modified
INOCULATION biochemist's pack that can inject you with kolto in
You gain immunity to the poisoned and disease response to pain. When you take damage, you can use
conditions. your reaction and expend a Hit Die to regain health as
long as the damage would not reduce your hit points
INTEGRATED EVA FUNCTIONALITY to 0.
You make several additions to your modified
biochemist's pack, you are protected from hazardous SMART DISPERSAL SYSTEM
conditions, as if wearing an EVA suit, for as long as you When you activate your distributor, you can choose a
are wearing your modified biochemist's pack. number of creature equal to your Intelligence modifier.
Those creature automatically succeed on their saving
KOLTO AEROSOL throws against your mixtures.
Prerequisite: 9th level
You add a special dispersal system to your modified SPRAY DISTRIBUTION SYSTEM
biochemist's pack. This system slowly disperses small You upgrade your distributor, granting it the ability to
amounts of kolto in the air. If creatures spend the spray in a cone. When you use your action to activate
entirety of a long rest within 30 feet of you, they regain your distributor, you can choose to affect each
all expended Hit Dice, instead of only half. Additionally, creature in a 15-foot cone.
they are cured of any poisons or diseases that are You can use this feature twice. You gain an additional
suffering from. use at 5th, 9th, 13th, and 17th level. You regain all
expended uses when you complete a short or long
LONG-RANGE DISTRIBUTION SYSTEM rest.
You upgrade your distributor, improving the range.
When you use your action to activate your distributor,
MODIFIED SELF
Biotech Engineering: 3rd level
QUICK-RELEASE STIMULANT
Biotech Engineering: 3rd level
OVERCLOCK BODY
Biotech Engineering: 6th level
can enable or disable your ability to see anytime. While using your body as a tech focus, you gain a +1
Additionally, your eyes are equipped with a bonus to the tech save DC of powers you cast that
holorecorder device. You can perfectly recall anything requires a Strength or Constitution saving throw. This
you've seen in the last 7 days. bonus increases to +2 at 9th level and +3 at 13th level.
AUTO-DEFIBRILLATOR HARDY TORSO PROSTHESIS
Prerequisite: 5th level, Hardy Torso Prothesis
This augmentation replaces your torso.
The Constitution score of your Hardy Torso Prosthesis Your Constitution score becomes 13. Additionally,
increases by 2. Additionally, when you are reduced to 0 you have advantage on saving throws against poison.
hit points but not killed outright, you can drop to 1 hit
point instead. You can’t use this feature again until you HARPOON HAND
finish a long rest. This augmentation replaces a hand.
You modify your hand, granting it the ability to
BRAWNY ARM PROSTHESIS transform into a harpoon. With this hand, you can
This augmentation replaces an arm. make a ranged weapon attack with a range of 30/60.
When you make an ability check, attack roll, or saving On a hit, it deals 1d6 kinetic damage. This attack can
throw using Strength using only this arm, your Strength target a surface, object, or creature.
score is treated as 15. When you make an ability check, A creature struck by this attack is impaled by the
attack roll, or saving throw using Strength using more harpoon. As an action, a creature can attempt to
than just this arm, you take the average of the arm's remove the harpoon. Removing the harpoon requires a
Strength score and your own. Strength check. While the harpoon is stuck in the
You can choose this modification multiple times. target, you are connected to the target by a 60 foot
cable.
CELERITY LEG PROSTHESIS
While the harpoon is deployed, you can use your
This augmentation replaces both legs.
bonus action to activate the reel, pulling yourself to the
When determining your bonus to AC and saving
location if the target is larger than you. A creature or
throws from Dexterity, your Dexterity score is treated
object your size or smaller is pulled to you.
as 15. If your Dexterity score is already equal to or
Alternatively, you can opt to release the cable (no
greater than 15, it has no effect on you.
action required).
Additionally, you can substitute this score for your
Once you've used this feature, you can't use your
own whenever you make an ability check or attack roll
hand again until you recover and reinsert it as an
that uses your legs.
action.
DETACHABLE EYE You can choose this modification multiple times.
This augmentation replaces an eye.
INTEGRATED SUBDERMAL ARMOR
As an action, you can remove or replace this eye.
Prerequisite: 5th level
This augmentation replaces your eyes. The Dexterity score of your Celerity Leg Prosthesis
You can activate or deactivate this implant as a increases by 2. Additionally, you gain proficiency in
bonus action. While active, you gain darkvision to a Dexterity saving throws.
range of 120 feet.
VECTOR AMPLIFIER
POWERED HARPOON HAND Prerequisite: 5th level
SURVIVAL AND SURVEILLANCE IMPLANT While using your body as a tech focus, you gain a +1
Prerequisite: 9th level
bonus to the tech save DC of powers you cast that
This augmentation replaces your eyes and face. requires a Wisdom or Charisma saving throw. This
This implant contains several tools for long-term bonus increases to +2 at 9th level and +3 at 13th level.
survival and reconnaissance. As a bonus action, you
to 30 feet long, 15 feet wide, 15 feet tall, and it can now When a friendly creature other than you that you can
comfortably support up to 10 Medium creatures. For see is hit with a ranged attack while within 5 feet of
each Medium creature, it can instead support 2 Small your deployed portable structure, you can use your
creatures. For each Small creature, it can instead reaction and expend one use of your Potent Aptitude
support 2 Tiny creatures. Additionally, when a creature to have your structure take the damage instead. If your
completes a long rest while within your shelter, they structure would normally have immunity or resistance
regain all spent Hit Dice, instead of only half. When you to this damage, it loses that immunity or resistance for
reach 17th level, the shelter can extend up to 45 feet this attack. When you do so, the damage is reduced by
long, 20 feet wide, 20 feet tall, and it can now an amount equal to 1d10 + your Intelligence modifier +
comfortably support up to 10 Large creatures. For each your engineer level.
Large creature, it can instead support 2 Medium
creatures. For each Medium creature, it can instead BUILD AND DESTROY
support 2 Small creatures. For each Small creature, it Construction Engineering: 6th level
can instead support 2 Tiny creatures. Additionally, You've learned how to manipulate the weak points in
when a creature completes a long rest while within structures with your technology. Your tech powers and
your shelter, their exhaustion level is reduced by 2, weapon attacks gain the siege property, and your
instead of only 1. portable structures have resistance to kinetic, energy,
TOWER and ion damage dealt by weapons.
You erect a tower from a 5-foot square platform
STRUCTURAL KNOWLEDGE
centered on the target location that rises up to 30 feet.
If the tower is created under a creature, that creature Construction Engineering: 14th level
must succeed on a Dexterity saving throw or be lifted You can spend 1 hour inspecting and looking over a
by the tower. A creature can choose to fail the save. structure you can see from every angle available to you
The tower comes equipped with a ladder that reaches and comparing it to data you have on hand. At the end
from the ground to the platform. of the hour, you learn the basic blueprints for the
When you reach 11th level, the tower's platform can structure, including but not limited to:
extend 5 feet by 10 feet and rise up to 40 feet. When
The structure's total hit points.
you reach 17th level, the tower's platform can cover a
Any common materials that make up the structures.
10-foot square, and rise up to 50 feet. Additionally, any
Whether or not the structure is in use or abandoned.
creature on the tower's platform has advantage on
Wisdom (Perception) checks that rely on sight. The total floor count for the structure, as well as the
general purpose of each floor if it was created to suit a
WALL specific purpose.
You deploy a wall up to 30 feet long, 10 feet high, and 3 All non-secret entrances (including doors, windows,
feet thick, or a ringed wall up to 10 feet in diameter, 10 vents, pipe systems) and where you could find them.
feet high, and 3 feet thick. The wall features ramparts A basic map-layout of every floor and ventilation
deep enough to support creatures of Medium size or system for the building.
smaller, and provides one-quarter cover to any The history of the building such as what company or
creature on its ramparts. The wall includes a ladder on species could have constructed it, as well as how long
the side of your choice. You choose whether the wall it's been built.
contains any openings otherwise. Any openings chosen Any structural weak points it might have.
in this way can be seen through on both sides. The wall
can be climbed, but requires a Strength (Athletics) Additionally, when you make an Investigation check
check against your tech save DC for any creature while searching this structure for hidden structural
without a climbing speed. A creature can only make elements, such as doors or passages, if you have
this check once per turn. constructor's implements, you can treat a d20 roll of 9
When you reach 11th level, the wall can deploy up to or lower as a 10.
45 feet long and 15 feet high, or a ringed wall up to 15
feet in diameter and 15 feet high. Additionally, the wall MASTER BUILDER
now provides half cover to any creature on its Construction Engineering: 18th level
ramparts. When you reach 17th level, the wall can Your ability with your portable structures has reached
deploy up to 60 feet long and 20 feet high, or a ringed untold superiority. You gain the following benefits:
wall up to 20 feet in diameter and 20 feet high.
Additionally, the wall now provides three-quarters You can have two structures active at a time, instead of
cover to any creature on its ramparts. only one, as you learn to more efficiently use your
portable structure.
Your structures no longer take double damage from
the siege property.
Your structures no longer automatically fail Strength,
Dexterity, and Constitution saving throws. Instead, your
structure adds your proficiency bonus to the d20 roll
when it makes one of these saving throws.
CYBERTECH CONTRAPTIONS
Cybertech Engineering: 3rd level
POTENT TECHCASTING
Cybertech Engineering: 3rd level
ADAPTABLE APPLICATIONS
Cybertech Engineering: 6th, 9th, 13th, and 17th level
COMBAT CONTRIVANCES
Cybertech Engineering: 14th level
the d20 roll to change an attack's target to a duplicate. While your wrist-mounted grappling hook is deployed,
You can use this amplifier a number of times equal when you cast a tech power with a range of touch, your
to your Intelligence modifier (a minimum of once). You hook can deliver the power as if it had cast it.
regain all expended uses when you complete a short or SENTRY TURRET
long rest. You learn how to craft small sentry turrets shaped like
JET BOOTS globes that can adhere to any surface. As an action or
Prerequisite: 7th level
bonus action (your choice), you can throw a sentry to a
You find tune your augmented boots to give you point you can see within range (30 feet + your Strength
temporary, limited flight. Activating or deactivating the modifier x 5). At the end of each of your turns, a
boots requires a bonus action and, while active, you deployed sentry automatically targets a hostile
have a flying speed of 30 feet. creature within 10 feet of it. If multiple targets are
The rocket boots last for 1 minute before available, one is chosen at random. The target must
make a Dexterity saving throw. On a failed save, it
deactivating. Once the boots have been activated, they
can't be activated again until you finish a short or long takes 1d4 energy damage and gains 1 slowed level
rest. until the end of your next turn.
The sentries have 1 hit point, an armor class of 10,
MECHANICAL ARM and can be repaired over the course of a long rest.
You create a mechanical arm which mounts to your Each sentry lasts for 1 minute before deactivating. You
shoulder, which you can use independently. You can can maintain a number of sentries equal to your
only gain the benefit of items held by two of your arms Intelligence modifier. Once a sentry has been activated,
at any given time. it can't be activated again until you finish a short or
You can choose this modification twice. long rest.
You fine tune your biotic amplifier. While wielding this You modify your goggles with a toggle allowing you to
amplifier, when a creature gains temporary hit points briefly gain enhanced sight. As a bonus action, you can
from your biotic amplifier, it instead gains twice as activate the truesight feature of your goggles. When
many. This amount can't exceed the number of hit toggled on, for the next minute your goggles now
points regained. automatically dispel illusions and can detect invisibility,
as with truesight.
PROTOTYPE CORROSIVE AMPLIFIER Once you've used this feature, you must complete a
Prerequisite: 7th level, Corrosive Amplifier
short or long rest before you can use it again.
You fine tune your Corrosive Amplifier. When you
activate this amplifier, the next attack roll made against WRIST-MOUNTED GRAPPLING HOOK
that creature before the end of its next turn has You craft a wrist-mounted grappling hook weapon
advantage. attached to a tightly coiled cord. With this contraption,
you can make a ranged weapon attack with a range of
PROTOTYPE CRYO AMPLIFIER 30/60. On a hit, it deals 1d4 kinetic damage. This attack
Prerequisite: 7th level, Cryo Amplifier
can target a surface, object, or creature.
You fine tune your Cryo Amplifier. When you activate A creature struck by this attack is impaled by the
this amplifier, the creature gains 1 slowed level until hook. As an action, a creature can attempt to remove
the end of your next turn. the hook. Removing the hook requires a Strength
check. While the hook is stuck in the target, you are
PROTOTYPE EXPLOSIVE AMPLIFIER
connected to the target by a 60 foot cable.
Prerequisite: 7th level, Explosive Amplifier
You learn 4 force powers of your choice, and you learn your forcecasting ability modifier
more at higher levels, as shown in the Force Powers
Known column of the Adept Specialist Forcecasting GROWING MOMENTUM
table. You may not learn a force power of a level higher Adept Specialist: 3rd, 5th, 9th, 13th, and 17th level
than your Max Power Level, and you may learn a force You can cast the burst of speed force power targeting
power at the same time you learn its prerequisite. yourself at 1st-level without expending force points. At
10th level, when you do so, your speed increases by an
FORCE POINTS additional 10 feet. At 18th level, when you do so, your
You have a number of force points equal to your speed increases by an additional 10 feet.
fighter level, as shown in the Force Points column of You can use this feature twice. You gain an additional
the Adept Specialist Forcecasting table, + your Wisdom
use at 5th, 9th, 13th, and 17th level. You regain any
or Charisma modifier (your choice). You use these expended uses when you finish a long rest.
force points to cast force powers. You regain all
expended force points when you finish a long rest.
MAX POWER LEVEL
Many force powers can be overpowered, consuming
more force points to create a greater effect. You can
overpower these abilities to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Adept Specialist Forcecasting table.
You may only cast force powers at 4th-level once.
You regain the ability to do so after a long rest.
FOCUSED BREATHING
Adept Specialist: 10th level
UNSTOPPABLE FORCE
Adept Specialist: 15th level
INSTANT ACCELERATION
Adept Specialist: 18th level
VOLATILE REFLEXES
Demolitions Specialist: 10th level
SPECIAL AMMUNITION
Enhancement Specialist: 3rd level
detonates after your attack. Immediately after the shot You gain the ability to enhance your shots. Whenever
hits the creature, the target and all other creatures you fire an unenhanced shot from a blaster, you can
within 10 feet of it take 2d6 fire damage each. make it enhanced for the purpose of overcoming
The fire damage increases to 4d6 when you reach resistance and immunity to unenhanced attacks and
18th level in this class. damage.
The creature hit by the shot takes an extra 2d6 psychic You learn how to direct an errant shot toward a new
damage, and it must succeed on a Wisdom saving target. When you make an attack roll with an enhanced
throw or be unable to see anything farther than 5 feet shot and miss, you can use a bonus action to reroll the
away until the start of your next turn. attack roll against a different target within 60 feet of
The psychic damage increases to 4d6 when you the original target.
reach 18th level in this class.
EVER-READY SHOT
PIERCING SHOT
You enhance your shot with armor-piercing properties. Enhancement Specialist: 15th level
1d6 damage of the weapon's type. On a successful Your ammunition enhancements improve.
save, a target takes half as much damage.
The extra damage increases to 2d6 when you reach
18th level in this class.
You can overwhelm an opponent with your unique Exhibition Specialist: 10th level
blend of skill and style. As a bonus action, you can Once on each of your turns, you can regain a use of
choose one creature you can see within 30 feet of you. your Action Surge (no action required). If you do so,
The target is marked for 1 minute. While the target is you immediately suffer one level of exhaustion.
marked, you gain the following benefits:
GLORIOUS DEFENSE
You can add half your Charisma modifier (minimum of Exhibition Specialist: 15th level
one) to any weapon damage roll you make against the Your glory on the battlefront can misdirect attacks.
marked target that doesn't already include that When a creature you can see hits you with an attack
modifier. roll, you can use your reaction to gain a bonus to AC
Your critical hit range against the marked target against that attack, potentially causing it to miss you.
increases by 1. The bonus equals your Charisma modifier (minimum of
If the marked target is reduced to 0 hit points, you +1). If the attack misses, you can make one weapon
regain hit points equal to your fighter level + your attack against the attacker as part of this reaction.
Charisma modifier (minimum of 1).
THE BEAUTY OF VIOLENCE
This effect ends early if you're incapacitated or die.
Exhibition Specialist: 18th level
Once you've used this feature, you can't use it again You've perfected a fighting style that allows you to
until you finish a short or long rest. stylishly dominate the field of battle. When you mark a
creature with your In The Spotlight feature, you can
SHOWOFF
enhance it. For the duration of the mark, you gain the
Exhibition Specialist: 3rd, 5th, 9th, 13th, and 17th following additional benefits:
level
You're a master at dazzling your friends and enemies You can add your full Charisma modifier, instead of
alike. When you would make a Strength, Dexterity, half, to any weapon damage roll you make against the
Constitution, or Charisma check, you can roll a d4 and marked target that doesn't already include that
add it to the roll. On a success, you can immediately modifier.
choose a number of creatures within 30 feet of you You can add half your Charisma modifier (minimum of
that can see you up to your Charisma modifier (no one) to any weapon attack roll you make against the
action required, minimum of one). Each creature must marked target that doesn't already include that
succeed on a Wisdom saving throw (DC = 8 + your modifier.
proficiency bonus + your Charisma modifier) or be If the marked target is reduced to 0 hit points, you can
charmed by you. This effects ends on a target after 1 use your reaction to mark a new creature within 30 feet
minute, if it takes any damage, if you attack it, or if it of you. The duration of the new mark is equal to the
witnesses you attacking or damaging any of its allies. If remaining duration of the existing mark.
a target succeeds on this saving throw, the target has
no hint you tried to charm it. This effect ends early if
This die increases to 1d6 at 5th level, 1d8 at 9th level, you're incapacitated or die. Once you've
1d10 at 13th level, and 1d12 at 17th level. used this feature, you can't use it
Once you've used this feature, you must complete a again until you finish a long rest.
short or long rest before you can use it again.
GLORY KILL
Exhibition Specialist: 7th level
ON YOUR SIX
Over the course of one minute, you can share
Fireteam Specialist: 10th level
knowledge with up to five allies. For the next hour, the
You can use your bonus action to begin a coordinated chosen creatures gain all of your weapon and armor
maneuver with an ally who is within 5 feet of you. For proficiencies, and a single use of your Indomitable
the next minute, while you and the chosen ally are feature.
within 5 feet of each other and neither of you are You can choose an additional ally at 17th level.
wielding a shield, you each gain a bonus to AC equal to Once you've used this feature, you can't use it again
half your proficiency bonus. until you complete a long rest.
When the chosen ally moves on their turn, you can
use your reaction to move with them. You must end NO SOLDIER LEFT BEHIND
this movement within 5 feet of the ally, and this Fireteam Specialist: 18th level
movement can't exceed your speed. While under the effects of On Your Six, if either you or
This effect ends early if either you or your ally are your ally are reduced to 0 hit points, you can end On
incapacitated or die. Once you've used this feature, you Your Six to have them drop to 1 hit point instead.
can't use it again until you complete a long rest. When you do so, the effects of On Your Six persist until
the start of your next turn.
3rd 4 4
You gain proficiency in your choice of the Persuasion
or Intimidation skill. 4th 5 4
5th 6 5
IMPROVED COMBAT SUPERIORITY
6th 7 5
Fireteam Specialist: 3rd level
Your companion gains two additional traits. It gains one maneuver. For the next minute, while you and your
more additional trait when you reach 11th level in this companion are within 5 feet of each other and neither
class. For each trait in excess of your proficiency bonus, of you are wielding a shield, you each gain a bonus to
your number of Hit Dice that can be spent to restore AC equal to half your proficiency bonus.
hitpoints is reduced by 1. This effect ends early if either you or your
companion are incapacitated or die. Once you've used
Lastly, while your companion is bonded to you and this feature, you can't use it again until you complete a
within 10 feet of you, your companion can uses your long rest.
superiority dice and maneuvers as if it knows them.
This radius increases to 30 feet at 11th level, and 60 INDOMITABLE IN TANDEM
feet at 17th level.
Fireteam Specialist: 15th level
RALLY THE TROOPS When you and your companion are both forced to
make a saving throw against the same effect, and one
Fireteam Specialist: 7th level
—but not both—of you fails, you can expend a use of
When you use your Second Wind feature while your your Indomitable feature to instead have you both
companion is within 10 feet of you, your companion succeed.
regains hit points and gains temporary hit points equal
to your fighter level. NO SOLDIER LEFT BEHIND
This radius increases to 30 feet at 11th level, and 60
Fireteam Specialist: 18th level
You know how to use the sheer size of your weapon to When you score a critical hit on your turn while
strike fear in those around you. You can add your wielding a weapon with the heavy or strength
Strength modifier to any Charisma (Intimidation) check properties, you can make one weapon attack against a
you make while wielding a weapon with the heavy or creature within 5 feet of the target using your reaction.
strength properties.
OVERWHELM
Heavy Weapons Specialist: 15th level
PURE PERFORMANCE
Heavy Weapons Specialist: 18th level
Specialists are most dangerous from the seat of a You become a master of locking down your enemies.
speeder or saddle of a varactyl, though they can hold Creatures provoke an opportunity attack from you
their own from the ground. Their versatility often has when they move 5 feet or more while within your
them leading the charge or protecting the team. reach, and if you hit a creature with an opportunity
BONUS PROFICIENCIES attack, the target gains 4 slowed levels until the end of
the current turn.
Mounted Specialist: 3rd level
WARDING MANEUVER
Mounted Specialist: 7th, 9th, 13th, and 17th level
RESILIENT RETAINER
Praetorian Specialist: 7th level
TIRELESS SPIRIT
Praetorian Specialist: 10th level
RAPID STRIKE
Praetorian Specialist: 15th level
With this totem you are able to access the Force- You can invoke each of your totems twice, instead of
enhanced senses of the vornskr, granting you once. You regain all expended uses when you finish a
advantage on Wisdom (Survival) checks, and you can't short or long rest.
be surprised as long as you are not incapacitated.
Additionally, you can invoke the totem as a bonus BLESSING OF THE TREE OF LIGHT
action to enter a state of hyper awareness for 1 minute Totem Specialist: 18th level
or until you're incapacitated. Until the state ends, when You learn how to share your totem's power with your
you or another creature you can see within 60 feet of allies. When you use your Totemic Might feature, you
you makes an attack roll, a saving throw, or an ability can choose one willing creature you can see within 60
check, you can use your reaction to cause the roll to feet of you. The chosen creature
have advantage or disadvantage. also gains the benefits of your Totemic Might feature.
GUARDIAN SPIRIT
Totem Specialist: 7th level
minimum of +2).
PRIMAL AVATAR
Totem Specialist: 10th level
and 17th level. Whenever you gain a level in this class, When you reduce a hostile creature to 0 hit points with
you can choose one of the tech powers you know and a tech power, or you restore hit points to a friendly
replace it with another tech power of no higher level creature that is at 0 hit points with a tech power, you
than your Max Power Level. regain an expended use of your Channel the Force,
and you gain temporary force points equal to the
DROID COMPANION power's level.
Aqinos Form: 3rd, 5th, 9th, 11th, 13th, and 17th level
own droid companion. Your masteries of the Force and technology have
Create your droid companion as detailed in the achieved equilibrium. Your Constitution and Wisdom
Companions section of the Customization Options or Charisma (your choice) scores increase by 2. Your
document for Expanded Content. You must have maximum for those scores increases by 2. Additionally,
astrotech's implements in order to create your droid. you can use your action to gain the following benefits
If your companion is irreparably destroyed, or you for 1 minute:
want a companion, you must first break the bond with
your current companion. Bonding with a new You have resistance to ion damage, and you can't have
companion takes 8 hours spent in an appropriate disadvantage on saving throws against ion or lightning
location. You may only have one companion at a time. damage.
In addition to its traits and features, your droid You can't have disadvantage on attack rolls you make
companion gains additional benefits while it is bonded as a part of a tech power, and enemies can't have
to you: advantage on saving throws against your tech powers.
You add your governing ability modifier (minimum of
Your companion is a valid target of the tracker droid +1) to any damage or healing you do with tech powers
interface tech power. you cast that don't already include that modifier.
Your companion gains two additional traits. It gains one
more additional trait when you reach 11th level in this While you are conscious and your droid is within 60
class. For each companion trait in excess of your feet of you and conscious, it also gains these benefits.
proficiency bonus, your force point maximum is This effect ends early if you are incapacitated or die.
reduced by 2. Over the course of a long rest, you can Once you use this feature, you can't use it again until
replace or remove a number of companion traits equal you finish a long rest.
to half your Intelligence modifier (minimum of one).
FORM BASICS
Ataru Form: 3rd level
You gain the ability to move along vertical surfaces Your presence on the field of battle is as a graceful blur
without falIing during the move. If you end your turn in of deadly blades and daring acrobatics. Your Dexterity
the air, you fall immediately to the ground. and Wisdom or Charisma scores (your choice) increase
Additionally, you no longer take damage when falling by 2. Your maximum for those scores increases by 2.
from a distance no greater than your walking speed. Additionally, you can use your action to gain the
following benefits for 1 minute:
WHIRLWIND ATTACK
You have resistance to kinetic, energy, and ion damage
Ataru Form: 15th level
from weapons.
You can use your action to make melee attacks against
any number of creatures within 5 feet of you, with a When an ally within 30 feet of you takes the Attack
separate attack roll for each target. action, they can make one additional attack as a part of
that same action.
When you hit a creature with a weapon attack, you can
move up to 10 feet. This movement does not provoke
opportunity attacks.
RISING WHIRLWIND
Jar'Kai Form: 15th level
You gain one of the following features. Choose You are a paragon of extraordinary martial prowess.
Relentless for Juyo or Punishing Charge for Vaapad. Your Strength and Dexterity scores increase by 2. Your
maximum for those scores increases by 2. Additionally,
RELENTLESS you can use your action to gain the following benefits
You have advantage on initiative checks, and gain a 10 for 1 minute:
foot bonus to your speed on your first turn of combat.
You have resistance to all damage.
PUNISHING CHARGE When you take the Attack action on your turn, you can
When a hostile creature you can see or hear within 30 make one additional attack as part of that action.
feet of you casts a force power, you can use your
Your critical hit range with weapons increases by 1.
reaction to move up to half your speed. You must end
this move closer to the enemy than you started. If you This effect ends early if you are incapacitated or die.
end this movement within 5 feet of the creature, and Once you've used this feature, you can't use it again
the triggering force power required a ranged attack until you complete a long rest.
roll, they have disadvantage on the roll.
VENGEANCE
Juyo/Vaapad Form: 15th level
and disarm their foes. Those guardians who focus on The erratic fluidity of your movement confounds even
Shii-Cho Form make seemingly random, yet deliberate, the most determined of foes. Your Strength or
attacks to knock their opponents off-balance. Dexterity and Wisdom or Charisma scores (your choice)
increase by 2. Your maximum for these scores
FORM BASICS increases by 2. Additionally, you can use your action to
Shii-Cho Form: 3rd level
gain the following benefits for 1 minute:
You gain the Shii-Cho lightsaber form, detailed in
Chapter 6 of the Player's Handbook. If you already You have resistance to kinetic, energy, and ion damage
know this form, you can instead choose another from weapons.
lightsaber form. Attack rolls made against you can't have advantage.
When more than one creature is within 5 feet of you,
THE WAY OF THE SARLAAC you gain a bonus to your Armor Class equal to the
Shii-Cho Form: 3rd level
number of creatures within 5 feet of you, up to your
As a bonus action, you can enter a frenetic stance for Wisdom or Charisma modifier (your choice, minimum
one minute. While in this stance, the first time you hit a of one).
creature with a melee weapon attack on your turn, it When you use your Sarlaac Sweep feature, you have
has disadvantage on the next melee attack roll it advantage on the attack roll, and you can apply the
makes against you before the start of your next turn. bonus damage to every creature within 5 feet of you.
Additionally, if that creature is within 5 feet of you, it
must make a Strength saving throw (DC = 8 + your This effect ends early if you are incapacitated or die.
proficiency bonus + your Strength or Dexterity Once you've used this feature, you can't use it again
modifier). On a failed save, it is pushed back 5 feet, and until you finish a long rest.
you can immediately move into the space it just
vacated without provoking opportunity attacks.
This effect ends early if you are incapacitated
DISARMING SLASH
When you hit a creature with a melee weapon attack,
you can expend a use of your Channel the Force (no
action required) to attempt to disarm the target,
forcing it to drop one item of your choice that it's
holding. The creature must make a Strength saving
throw against your universal force save DC. On a failed
save, it drops the object you choose. If you are within 5
feet of the target, and you have a free hand, you can
catch the item. Otherwise, the object lands at its feet.
UNPREDICTABLE MOTION
Shii-Cho Form: 7th level
SARLAAC SWEEP
Shii-Cho Form: 15th level
You gain the following Channel the Force option. or die. Once you've used this feature, you can't
same reaction.
UNBALANCING BLOCK
When you are hit with a melee weapon attack, and you
are wielding a lightweapon with which you are
proficient, you can use your reaction and expend a use
of your Channel the Force to add your Wisdom or
Charisma modifier (your choice, minimum of +1) to
your AC for that attack, potentially causing the attack
to miss you.
DUPLICITOUS FORCE
Trakata Form: 7th level
FORM BASICS Once on each of your turns, you can choose an ally
Vonil/Ishu Form: 3rd level
within 10 feet of you. While the chosen ally is within 10
You gain your choice of the Vonil or Ishu lightsaber feet of you, your auras emit from that ally as if you
form, detailed in the Lightsaber Forms section of the were standing in that ally's space. A creature in the
Customization Options document for Expanded area of more than one instance of your auras is
Content. If you already know the chosen form, you can affected only once.
instead choose another lightsaber form. At 11th level, the chosen ally must be within 30 feet
of you to benefit from this feature. At 17th level, the
THE WAY OF THE HYDRA chosen ally must be within 60 feet.
Vonil/Ishu Form: 3rd, 11th, and 17th level
minute. While in this stance, once per turn, when you You gain one of the following features. Choose
hit a creature with an attack, the chosen ally has Takedown for Vonil or Rebuttal for Ishu.
advantage on the next attack it makes against the
same target before the end of your next turn. TAKEDOWN
Additionally, once per turn, when the chosen ally hits a When an ally within 30 feet of you takes the Help
creature with an attack, you have advantage on the action and helps you, you have advantage on the next
next attack you make against the same target before two ability checks or attack rolls you make before the
the end of your next turn. start of their next turn, instead of only one. When you
This effect ends early if either you or the chosen ally take the Help action and help an ally within 30 feet of
are incapacitated or die, or if the chosen ally is ever you, the chosen ally has advantage on the next two
more than 10 feet away from you. Once you've used ability checks or attack rolls it makes before the start of
this feature, you can't use it again until you complete a your next turn, instead of only one.
long rest.
REBUTTAL
At 11th level, the chosen ally must be within 30 feet When an ally within 30 feet of you takes the Help
of you to benefit from this feature. At 17th level, the action and helps you, you gain temporary hit points
chosen ally must be within 60 feet. equal to your guardian level that last until the start of
their next turn. When you take the Help action and
CHANNEL THE FORCE
help an ally within 30 feet of you, it gains temporary hit
Vonil/Ishu Form: 3rd, 11th, and 17th level
points equal to your guardian level that last until the
You gain one of the following Channel the Force start of your next turn.
options. Choose Smite for Vonil or Shield for Ishu.
MASTER OF UNITY
SMITE
Once per turn, when an ally is within 10 feet of you and Vonil/Ishu Form: 20th level
it hits a creature with a melee weapon attack, you can You and your allies are a paragon of harmony. Your
expend a use of your Channel the Force and expend Strength or Dexterity (your choice) and Constitution
force points to have the chosen ally deal additional scores increase by 2. Your maximum for those scores
damage to the target, which is the same type as the increases by 2. Additionally, you can use your action
weapon's damage. The additional damage is 1d8 for and choose an ally within 60 feet of you to gain the
each point spent in this way. You can't deal more following benefits for 1 minute:
additional damage than the amount shown in the
You and the chosen ally have resistance to kinetic and
Focused Strikes column of the guardian table.
energy damage.
At 11th level, the chosen ally must be within 30 feet
Neither you nor the chosen ally can have disadvantage
of you to benefit from this feature. At 17th level, the
on attack rolls.
chosen ally must be within 60 feet.
Both you and the chosen ally's critical hit ranges
SHIELD increase by 1.
When an ally is hit by a weapon attack while within 10
This effect ends early if either you or the chosen ally
feet of you, you can use your reaction and expend a
are incapacitated or die, or if the chosen ally is ever
use of your Channel the Force to attempt to divert the
more than 60 feet away from you. Once you've used
attack. When you do so, the damage the chosen ally
this feature, you can't use it again until you complete a
takes from the attack is reduced by 1d10 + your
long rest.
Wisdom or Charisma modifier (your choice) + your
guardian level.
FORM BASICS
Vonil/Ishu Form: 3rd level
HUMANOID COMPANION
Vonil/Ishu Form: 3rd, 11th, and 17th level
SMITE SHIELD
Once per turn, when your companion is within 10 feet When your companion is hit by a weapon attack while
of you and it hits a creature with a melee weapon within 10 feet of you, you can use your reaction and
attack, you can expend a use of your Channel the Force expend a use of your Channel the Force to attempt to
and expend force points to have your companion deal divert the attack. When you do so, the damage your
additional damage to the target, which is the same companion takes from the attack is reduced by 1d10 +
type as the weapon's damage. The additional damage your Wisdom or Charisma modifier (your choice) + your
is 1d8 for each point spent in this way. You can't deal guardian level.
more additional damage than the amount shown in At 11th level, your companion must be within 30 feet
the Focused Strikes column of the guardian table. of you to benefit from this feature. At 17th level, your
companion must be within 60 feet.
TEAMWORK
Vonil/Ishu Form: 15th level
MASTER OF UNITY
Vonil/Ishu Form: 20th level
As a bonus action, you can take a meditative stance for You've mastered the unity between blaster and blade.
1 minute, granting you supreme accuracy as you guide Your Dexterity and Wisdom or Charisma scores (your
your shots to their target through the Force. While in choice) increase by 2. Your maximum for these scores
this stance, you add your Wisdom or Charisma increases by 2. Additionally, you can use your action to
modifier (your choice, minimum of +1) to one ranged gain the following benefits for 1 minute:
weapon attack and damage roll you make each turn.
Additionally, when making a ranged weapon attack You have resistance to kinetic, energy, and ion damage
while you are within 5 feet of a hostile creature, you do from weapons.
not have disadvantage on the attack roll. When you hit a creature with a ranged weapon attack,
This effect ends early if you are incapacitated or die. you have advantage on the next melee weapon attack
Once you've used this feature, you can't use it again you make against that creature. When you hit a
until you finish a long rest. creature with a melee weapon attack, you have
advantage on the next ranged weapon attack you make
CHANNEL THE FORCE against that creature.
Ysannanite Form: 3rd level
When you roll below half the maximum on a damage
You gain the following Channel the Force option. die, you can treat the roll as if you'd rolled half the
maximum on the damage die. You can only affect a
FORCE-EMPOWERED SHOTS number of dice up to half your Wisdom or Charisma
Once per turn, when you hit a creature with a ranged modifier (your choice, minimum of one) in this way.
weapon attack, you can expend a use of your Channel
the Force and expend force points to deal additional This effect ends early if you are incapacitated or die.
damage to the target, which is the same type as the Once you use this feature, you can't use it again until
weapon's damage. The additional damage is 1d8 for you finish a long rest.
each point spent in this way. You can't deal more
additional damage than the amount shown in the
Focused Strikes column of the guardian table.
guard the most powerful and dangerous of truths. You've gained the knowledge to temporarily inhibit a
creature's fortitude by striking a series of pressure
MYSTICAL ERUDITION points. Whenever you hit a creature with an unarmed
strike, you can spend 3 focus points to cause the
Jal Shey Order: 3rd level
Condition immunities
Damage vulnerabilities
Damage resistances
Damage immunities
EXTORT TRUTH
Jal Shey Order: 6th level
PRETERNATURAL COUNTER
Jal Shey Order: 6th level
DISRUPTIVE SHOCK
Kage Order: 6th level
long rest.
of bright light.
hand.
SCATTERING STANCE
Kyuzo Order: 6th level
When you take the Dodge action, until the start of your
next turn you gain a number of special reactions equal
to your proficiency bonus that you can only use for
your Intercept feature. You can only take one reaction
per turn.
CURVED THROW
Kyuzo Order: 11th level
is full cover.
WATER
You gain the ability to bend the elements to your will.
Your watery weapon has the reach property, deals cold
As an action, you can manipulate these forces to create
damage on a hit, and you can use your focus ability
one of the following effects of your choice at a space
modifier instead of Dexterity or Strength for its attack
within 10 feet of you:
and damage rolls. You must use the same modifier for
Create a harmless, instantaneous sensory effect both rolls. Additionally, when you would make a melee
related to air, earth, fire, or water, such as a shower of weapon attack, you can instead use your weapon to
sparks, a puff of wind, a spray of light mist, or a gentle
wet a 5-foot square within your weapon's reach. The
rumbling of stone.
affected area is difficult terrain. Each creature who
Instantaneously light or snuff out a candle, a torch, or a
starts its turn in the square or enters it for the first
time must make a Dexterity saving throw, falling prone
small campfire.
on a failed save.
Chill or warm up to 1 pound of nonliving material for
up to 1 hour.
Cause earth, fire, water, or mist that can fit within a 1-
foot cube to shape itself into a crude form you
designate for 1 minute.
and uses your Martial Arts die for its damage rolls.
immediately disappears.
AIR
Your whistling weapon has the returning property, the
thrown property with a range of 20/60, and deals sonic
damage on a hit. Additionally, when you hit a creature
with the weapon, it is deafened until the end of its next
turn.
EARTH
Your earthen weapon takes the form of stone, and
deals kinetic damage on a hit. Additionally, when you
hit a creature with it, you can force the target to make
a Strength saving throw. On a failed save, the target is
pushed back 5 feet. Lastly, while active, you can use
Strength instead of Dexterity when determining your
AC, as long as it doesn't already include that modifier.
action to make a Strength check against your focus At 11th level, you gain one of the following features.
save DC. On a success, the target escapes and is no You gain an additional option at 17th level.
longer restrained by the hand. As an action, you can You can use these features a combined number of
cause the hand to reach for a different creature or to times equal to half your proficiency bonus, as shown in
move to a different unoccupied space within range. the monk table. You regain all expended uses when
The hand releases a restrained target if you do either. you complete a long rest.
While you have no remaining uses of this feature,
HATCHLING'S FLAME you can instead expend 3 focus points to use it. When
As an action, you focus your energy into a torrent of you do so, your maximum focus points are reduced by
fire that streaks away from you. A line of roaring flame 3 until you complete a long rest.
SHAPE THE FLOWING RIVER You gain one of the following features.
Prerequisite: Shape the Rainclud
Once you've used the chosen feature, you must
or Swarming Ice Rabbit
complete a long rest before you can use it again.
As an action, you can control any freestanding water While you have no remaining uses of this feature,
within 300 feet of you inside an area you choose that is you can instead expend 4 focus points to use it. When
a cube up to 100 feet on a side. You can choose from you do so, your maximum focus points are reduced by
any of the following effects when you use this feature. 4 until you complete a long rest.
As an action on your turn, you can repeat the same
effect or choose a different one.Flood. You cause the ARCHETYPE OF AIR
water level of all standing water in the area to rise by Prerequisite: Ride the Wind
as much as 20 feet. If the area includes a shore, the As an action, you conjure a whirlwind around you,
flooding water spills over onto dry land. If you choose granting the following benefits until the start of your
an area in a large body of water, you instead create a next turn:
20-foot tall wave that travels from one side of the area
Ranged attacks made against you have disadvantage.
to the other and then crashes down. Any Huge or
You gain a flying speed of 60 feet. If you are still flying
smaller creatures in the wave's path are carried with it
when the technique ends, you fall, unless you can
to the other side. Any Huge or smaller creatures struck
somehow prevent it.
by the wave have a 25 percent chance of being
knocked prone. The water level remains elevated until
the feature ends or you choose a different effect. If this
effect produced a wave, the wave repeats on the start
of your next turn while the flood effect lasts.
swirling wind centered on a point you can see within 60 As an action, you cause rock to envelop you, granting
feet of you. Each creature in that area must make a the following benefits until the start of your next turn:
Constitution saving throw. A creature takes 2d10
kinetic damage on a failed save, or half as much You have resistance to kinetic and energy damage.
damage on a successful one. If a Large or smaller You can move across difficult terrain made of earth or
creature fails the save, that creature is also pushed up stone without spending extra movement. You can
to 10 feet away from the center of the cube. move through solid earth or stone as if it was air
without destabilizing it, but you can't end your
At the start of each of your turns, you can use your movement there. If you do so, you are immediately
bonus action to extend the benefits of this feature until shunted to the nearest unoccupied space that you can
the start of your next turn, to a maximum duration of 1 occupy and take force damage equal to twice the
minute. This effect ends immediately if you are number of feet you are moved.
incapacitated or die. You can use your action to create a small earthquake
on the ground in a 15-foot radius centered on you.
FIGURE OF FLAME
Other creatures on that ground must succeed on a
Prerequisite: River of Hungry Flame
fire damage.
As an ultimate display of your mastery of the elements,
You can use your action to create a line of fire 15 feet
you can spend 5 focus points as an action to have the
long and 5 feet wide extending from you in a direction
elements of water, earth, fire, and air form a protective
you choose. Each creature in the line must make a
sphere around your body, gaining multiple benefits for
Dexterity saving throw, taking 4d8 fire damage on a
1 minute. While this ability is active, you have
failed save, or half as much on a successful one. resistance to cold, energy, fire, kinetic, lightning, and
At the start of each of your turns, you can use your sonic damage. You also gain a burrow, fly, and swim
bonus action to extend the benefits of this feature until speed equal to your movement speed. Lastly, you can
the start of your next turn, to a maximum duration of 1 use any of the following abilities as a bonus action:
minute. This effect ends immediately if you are
You create a small earthquake on the ground in a 15-
incapacitated or die.
foot radius around you. Each creature in that area must
ICON OF ICE make a Dexterity saving throw. On a failed save, a
Prerequisite: Shape the Flowing River
creature takes 1d6 kinetic damage and is knocked
As an action, you cause frost to chill the area around prone.
you, granting the following benefits until the start of You create a line of fire 15 feet long and 5 feet wide
your next turn: extending from you in a direction you choose. Each
creature in the line must make a Dexterity saving
You have resistance to cold damage. throw. A creature takes 3d6 fire damage on a failed
You can move across difficult terrain created by ice or save, or half as much damage on a successful one.
snow without spending extra movement. You create a 15-foot cube of swirling wind centered on
The ground in a 10-foot radius around you is icy and is a point you can see within 60 feet of you. Each creature
difficult terrain for creatures other than you. The radius in that area must make a Constitution saving throw. A
moves with you. creature takes 1d10 kinetic damage on a failed save, or
You can use your action to create a 15-foot cone of half as much damage on a successful one. If a Large or
freezing ice extending from your outstretched hand in smaller creature fails the save, that creature is also
a direction you choose. Each creature in the cone must pushed up to 10 feet away from the center of the cube.
make a Constitution saving throw. A creature takes 4d6 You create a 15-foot cone of ice shards extending from
cold damage on a failed save, or half as much damage your outstretched hand in a direction you choose. Each
on a successful one. A creature that fails its save creature in the cone must make a Constitution save
against this effect gains 1 slowed level until the start of throw. A creature takes 2d6 cold damage on a failed
your next turn. save, or half as much damage on a successful one. A
At the start of each of your turns, you can use your creature that fails its save against this effect has its
bonus action to extend the benefits of this feature until speed halved until the start of your next turn.
the start of your next turn, to a maximum duration of 1
minute. This effect ends immediately if you are
incapacitated or die.
You have derived powers from schematics with the aid Level Known Points Level
of your wristpad. See chapter 10 for the general rules
3rd 3 2 1st
of techcasting and chapter 12 for the tech powers list.
4th 4 2 1st
TECH POWERS KNOWN
5th 5 3 1st
You learn 3 tech powers of your choice, and you learn
more at higher levels, as shown in the Tech Powers 6th 6 3 1st
Known column of the Rakatan Order Techcasting table. 7th 7 4 2nd
You may not learn a tech power of a level higher than
your Max Power Level. 8th 8 4 2nd
9th 9 5 2nd
TECH POINTS
You have a number of tech points equal to half of your 10th 10 5 2nd
monk level (rounded up), as shown in the Tech Points 11th 11 6 2nd
column of the Rakatan Order Techcasting table, + your 12th 12 6 2nd
Intelligence, Wisdom, or Charisma modifier (your
choice). You use these tech points to cast tech powers. 13th 13 7 3rd
You regain all expended tech points when you finish a 14th 14 7 3rd
short or long rest.
15th 15 8 3rd
MAX POWER LEVEL 16th 16 8 3rd
Many tech powers can be overcharged, consuming
17th 17 9 4th
more tech points to create a greater effect. You can
overcharge these powers to a maximum level, which 18th 18 9 4th
increases at higher levels, as shown in the Max Power 19th 19 10 4th
Level column of the Rakatan Order Techcasting table.
20th 20 10 4th
You may only cast tech powers at 4th-level once.
techcasting focus for your tech powers. You can use your Focus features using your tech
points. When you do so, your maximum tech points are
FOCUSED TECH reduced by 1 until you complete a long rest.
Additionally, you are constantly under the effects of
Rakatan Order: 6th level
the detect enhancement tech power. As an action, you
You can cast your tech powers using your focus points. can cast the analyze tech power without expending
When you do so, your maximum focus points are tech points. When you do so, detect enhancement is
reduced by 1 until you complete a long rest. suppressed and you can't do so again until you
Additionally, when you use a Focus feature, you gain complete a short or long rest.
the following tech enhancements. Each effect costs 1
tech point. TECH MASTERY
Flurry of Blows. When you hit with an attack with
Rakatan Order: 17th level
Strength check or a Strength saving throw. Additionally, You tap into the greater power of your focus. While
you have advantage on saving throws against being both your Forredari Stance and your Steel Hands Form
charmed or frightened. are active, you gain the following benefits:
These effects end early if you are incapacitated or Dancing Dragonsnake. When you take force, lightning,
die. Once you've used this feature, you can't use it or necrotic damage, you can use your reaction to
again until you finish a long rest. deflect it. When you do so, the damage you take is
While you have no remaining uses of this feature, reduced by 1d10 + your focus ability modifier + your
you can instead expend 1 focus point to use it. When monk level.
you do so, your maximum focus points are reduced by Aryx Slash. Once on each of your turns, when you hit a
1 until you complete a long rest. target with an unarmed strike or monk weapon, you
can roll a Martial Arts die and deal additional psychic
STEEL HANDS FORM
damage equal to the amount rolled.
Teras Kasi Order: 6th level
Piercing Gaze. When you would make an Insight check
You can draw upon
against a creature you know to wield the Force, you can
your focus to utilize an
use your focus ability modifier for the roll, and you are
array of practiced
considered to have expertise in the Insight skill. If you
techniques to strike
your Forredari
from you three times, you can make up to three
additional unarmed strikes against the creature (no
Stance as a part of
COMIC FRENZY
Trickster Order: 17th level
knowledge of the Force and its artifacts. They master Your first ranged weapon attack and your first melee
the use of ranged weapons, often crafting their own weapon attack each turn deal additional damage equal
weapons in respectful admiration of the Jedi tradition to your focus ability modifier (a minimum of +1).
of crafting lightweapons.
FLURRY OF LIGHT
Whills Order: 3rd level
or as a part of
your
You can use your Stunning Strike feature when you hit
with a ranged weapon attack while you are wielding a
Whills weapon.
You can spend up to 3 focus points to reduce partial
cover by one step (from three-quarters to half or half to
one-quarter). If you reduce the target below one-
quarter cover, you ignore cover bonuses entirely. At
17th level, you can spend 3 focus points to ignore total
cover, as long as your target is not hidden from you.
When you hit a creature with a Whills weapon, that
creature has disadvantage on opportunity attacks
against you until the start of your next turn.
to overwhelm enemies through superior teamwork. Once per turn, when you take the Attack action and hit
a creature without applying your Sneak Attack damage
ARTICULATE AUTHORITY to it, you can forgo your Sneak Attack damage for the
Bolstering Practice: 3rd, 5th, 9th, 13th, and 17th level
turn and use your bonus action to throw the creature
When you use your Cunning Action feature to take the off balance. The next ally to hit that creature before the
Dash, Disengage, or Hide actions, a number of friendly start of your next turn may add your Sneak Attack dice
creatures up to your Charisma modifier within 30 feet to the damage of their attack.
of you who can hear you and who can understand you
can use their reaction to gain an effect, determined by AMBUSH TACTICS
the action you took: Bolstering Practice: 13th level
enemies. You gain the following benefits while you You learn to manipulate the body of a grappled target
aren't wearing heavy armor or wielding a medium or to make attacks against you more difficult to land.
heavy shield: Moving a grappled creature the same size as you or
smaller no longer halves your speed, and when a
Your damage die for your unarmed strikes and natural creature grappled by you would grant you half cover,
weapons increases by one step (from 1 to d4, d4 to d6, you instead have three-quarters cover. Additionally,
or d6 to d8), and you can apply your Sneak Attack when you are hit by an attack while grappling a
damage when you hit with an unarmed strike even if it creature, you can use your reaction to force that attack
doesn't have the finesse property. to instead hit the grappled creature.
You don't need advantage on your attack roll to use
your Sneak Attack if the target of your Sneak Attack is a KISS THE WALL
creature grappled by you. All the other rules for the Disabling Practice: 13th level
Sneak Attack class feature still apply to you. You can use your surroundings to further punish the
You can use the bonus action granted by your Cunning target of your grapple. When you roll a 1 or 2 on a
Action to make an unarmed strike against a creature Sneak Attack damage die for an unarmed strike you
you are grappling. make against a creature grappled by you, you can treat
the result of the die as a 3.
SKILLED GRAPPLER
Disabling Practice: 3rd level
NECK SNAP
You learn a number of grappling techniques to subdue Disabling Practice: 17th level
your opponents. When you hit a creature grappled by You learn how to immediately remove your grappled
you with an unarmed strike and deal Sneak Attack opponent from the fight. As an action, you can force a
damage, you may choose to forgo two of your Sneak creature grappled by you to make a Constitution saving
Attack dice to make the attack a grappling technique. throw. On a failed save, if the creature has 100 hit
Some of your grappling techniques require your points or fewer, it dies. If the target has more than 100
target to make a saving throw to resist the grappling hit points, it immediately takes 10d10 true damage.
technique's effects. The saving throw DC is calculated Once you've used this feature, you must complete a
as follows: short or long rest before you can use it again.
Grapple Technique save DC = 8 + your proficiency
bonus + your Strength modifier
CONSTRICT
You attempt to choke the target into unconsciousness.
The target must make a Constitution saving throw or
be restrained until the end of your following turn.
If you maintain this technique for 1 minute,
way.
DISARM
You attempt to disarm a weapon or other object
new roll.
When you hit a creature that you are hidden from with
a weapon attack, you can choose to turn that hit into a BUSHMASTER
critical hit. If the attack reduces the creature to 0 hit
points, it does not automatically reveal your presence Lethality Practice: 13th level
to any remaining creatures. Make a Dexterity (Stealth) You excel at leading ambushes and acting first in a
check contested by the creatures' Wisdom (Perception) fight.
check. On a success, you remain hidden. If you would You have advantage on initiative checks. Additionally,
already be able to make a Dexterity (Stealth) check to the first creature you hit during the first round of a
remain hidden as part of the attack, you instead gain combat becomes easier for you and others to strike;
advantage on the check. attack rolls against that target have advantage until the
You can use this feature once. You gain an additional start of your next turn.
use at 9th and 17th level. You regain all expended uses
when you finish a long rest. DEATH STRIKE
Lethality Practice: 17th level
PRIMING ATTACK
You attempt to prime the target. The target must make
a Dexterity, Constitution, or Wisdom saving throw (your
choice). On a failed save, the next time you deal Sneak
Attack damage against the target before the end of
your next turn, you roll four additional Sneak Attack
dice.
TARGET ASSESSMENT
You attempt to infer crucial details about your foe. The
creature must make a Charisma saving throw. On a
failed save, the GM tells you two of the following
characteristics of your choice:
VULNERABLE STRIKE
You attempt to stagger the target. The target must
make a Wisdom saving throw. On a failed save, the
next time you would make an attack roll against the
target before the end of your next turn, you can
instead force the target to make a saving throw with
the ability score of your choice. On a failed save, the
creature takes normal weapon damage, is subjected to
any additional effects that would occur on a hit, and
you can apply your Sneak Attack damage to the roll.
3rd 2 2 d4
You learn maneuvers that are fueled by special dice
called superiority dice. See chapter 13 for the 4th 2 2 d4
maneuvers list. 5th 4 3 d6
MANEUVERS KNOWN 6th 4 3 d6
You learn two maneuvers of your choice, and you earn 7th 5 3 d6
more at higher levels, as shown in the Maneuvers
Known column of the Maverick Superiority table. Many 8th 5 3 d6
maneuvers enhance an attack in some way. You can 9th 6 4 d8
use only one maneuver per attack, and you may only 10th 6 4 d8
use each maneuver once per turn.
Each time you learn new maneuvers, you can also 11th 7 4 d8
replace one maneuver you know with a different one. 12th 7 4 d8
maneuver refers to your maneuver ability. Additionally, When you make an ability check as part of or that is
you use this ability modifier when setting the saving affected by a maneuver you use, you can choose to
throw DC for a maneuver you use. increase your level of proficiency in that check by one
step (from trained to proficient, from proficient to
Maneuver save DC = 8 + your proficiency bonus +
expertise, from expertise to mastery, from mastery to
your maneuver ability modifier high mastery, or from high mastery to grand mastery).
You can use this feature five times. You gain an
KNOW A BIT additional use at 17th level. You regain all expended
Maverick Practice: 3rd level
uses when you complete a long rest.
You can add half your proficiency bonus to any ability
check you make that doesn't already include your FLOW STATE
proficiency bonus. Maverick Practice: 17th level
until the end of the turn, and if you deal Sneak Attack
Your confidence when putting on a show has extended
damage, you may choose to forgo two of your Sneak
into combat. You add your Charisma modifier to
Attack dice to make the attack a dazzling step.
initiative checks. Additionally, any creature who fails a
Some of your dazzling steps require your target to
saving throw against your Dazzling Step save DC has
make a saving throw to resist the dazzling step's disadvantage on the first attack roll they make against
effects. The saving throw DC is calculated as follows:
you each turn until the end of your next turn.
Dazzling Step save DC = 8 + your proficiency bonus +
DEFENSIVE STEP
You defend yourself from further attack. Roll two
Sneak Attack dice. You gain temporary hit points that
last until the start of your next turn equal to the
amount rolled.
MOBILE STEP
You twist and twirl around the target. The target must
make a Strength saving throw. A Huge or larger
creature automatically succeeds. On a failed save, it is
pushed back 5 feet, and you can immediately move
into the space it just vacated without provoking
opportunity attacks.
OFFENSIVE STEP
Choose another creature that you can see
damage.
DEMORALIZING ATTACK
The target must make a Wisdom saving throw. On a
failed save, it is frightened of you until the end of your
next turn.
DIVERTING ATTACK
Roll two of your Sneak Attack dice. The first time the
target would deal damage before the start of your next
turn, that damage is reduced by an amount equal to
the resulting roll.
WARMONGER'S ATTACK
If the target makes an attack against you or an allied
creature within 5 feet of you before the start of your
next turn, you can use your reaction to make a melee
weapon attack against it.
EXTRA ATTACK
Pugnacity Practice: 9th level
When you take the Attack action on your turn, you can
choose to attack twice, instead of once. Additionally,
you can deal Sneak Attack damage any number of
times on your turn. Each time you deal Sneak Attack
damage, you can choose how many Sneak Attack dice
you apply. You can't apply more than your total Sneak
Attack dice each turn.
Finally, during your turn, if you make a melee attack You can use a bonus action on your turn to gain
against a creature, that creature can't make advantage on the next Dexterity (Acrobatics) or
opportunity attacks against you for the rest of your Strength (Athletics) check you make during the same
turn. turn.
You learn to fluidly strike and maneuver through Your mastery of the blade lets you turn failure into
combat. When you deal Sneak Attack damage to a success in combat. If you miss with an attack roll, you
creature, you may choose to forgo two of your Sneak can roll it again with advantage. Once you do so, you
Attack Dice in order to maneuver across the battlefield. can't use this feature again until you finish a short or
Some of your fancy footworks require your target to long rest.
make a saving throw to resist the debilitating strike's
effects. The saving throw DC is calculated as follows:
BLADE DEFENSE
You attempt to determine your target's next strike. Roll
two Sneak Attack dice, and the target must make a
Charisma saving throw. On a failed save, your AC
increases by the higher amount rolled on the dice
against the first attack it makes against you before the
start of your next turn. On a successful save, your AC
instead increases by the lower amount.
DISARMING STRIKE
You attempt to disarm a creature with your attack. The
target must succeed on a Strength saving throw or be
forced to drop one item of your choice that it's holding.
If you have a free hand, you can catch the item.
Otherwise, it lands at your feet.
FANCY FOOTWORK
Roll two Sneak Attack dice. Your speed increases by 5 x
the greater result of the two dice, and you ignore
difficult terrain until the end of your current turn.
PANACHE
Ruffian Practice: 9th level
BONUS PROFICIENCIES
Saboteur Practice: 3rd level
TECHCASTING
Saboteur Practice: 3rd level
TECHCASTING FOCUS
You use a wristpad (found in chapter 5) as a
techcasting focus for your tech powers.
the Companions section of the Customization Options Level Known Points Level
document for Expanded Content. You must have 3rd 3 2 1st
astrotech's implements in order to create your droid. 4th 4 2 1st
In addition to its traits and features, your tracker
droid companion gains an additional benefit while it is 5th 5 3 1st
bonded to you: 6th 6 3 1st
Your tracker droid gains two additional traits. It gains 7th 7 4 2nd
one more additional trait when you reach 11th level in 8th 8 4 2nd
this class. For each droid trait in excess of your 9th 9 5 2nd
proficiency bonus, your tech point maximum is
reduced by 1. Over the course of a long rest, you can 10th 10 5 2nd
install, replace, or remove a number of tracker droid 11th 11 6 2nd
traits equal to half your Intelligence modifier (minimum 12th 12 6 2nd
of one).
13th 13 7 3rd
Lastly, when you cast a tech power of 1st-level or 14th 14 7 3rd
higher that would affect only one target, and your
tracker droid companion is bonded and within 10 feet 15th 15 8 3rd
of you or your target, your tracker droid companion 16th 16 8 3rd
can use its reaction to increase the level at which you
17th 17 9 4th
are casting your power by 1. This feature can increase
a power's level above your Max Power Level, and using 18th 18 9 4th
this feature does not cost additional tech points. 19th 19 10 4th
At 11th level, your tracker droid companion must be
20th 20 10 4th
within 30 feet of you or your target to benefit from this
feature. At 17th level, your tracker droid companion
must be within 60 feet.
You can use this feature twice. You gain an additional
use at 5th, 9th, 13th, and 17th level. You regain all
expended uses when you complete a long rest.
SABOTAGE
POWERED AMBUSH Saboteur Practice: 17th level
level than other operatives. While others may know You know how to quickly patch up wounds, given the
where best to stab in order to kill, you also know how right tools. You are able to use a traumakit or
to repair the wounds you inflict, as well as how to make administer a medpac as a bonus action, and when you
them even deeper. You delve into the secrets of the use a traumakit to stabilize a dying creature, that
body, learning as much medical knowledge as you can creature also regains a number of hit points equal to
get your hands on, regardless of how dirty the work your Intelligence modifier.
becomes.
DOSAGE CONTROL
GENERAL PRACTICE
Sawbones Practice: 13th level
BLEEDING WOUND
You attempt to create a lingering wound in the target
for one minute. The target must make a Constitution
saving throw. On a failed save, at the start of each of
the target's turns, it takes true damage equal to one
Sneak Attack die and repeats this saving throw, ending
the effect on a success.
CRIPPLING PAIN
You attempt to cause distracting pain in the target. The
target must make a Constitution saving throw. On a
failed save, it has disadvantage on attack rolls until the
end of your next turn.
HAMPERING SHOT
You attempt to hamper the target's movement. The
target must make a Constitution saving throw. On a
failed save, it gains 1 slowed level and it makes
Dexterity saving throws with disadvantage until the
end of its next turn.
proficient, you can divide your Sneak Attack dice When a creature moves to within 5 feet of you, you can
amongst the targets as you see fit. use your reaction to move up to half your speed away
from the creature without provoking opportunity
UPPER HAND attacks. You must end this movement further from the
Scrapper Practice: 3rd level
creature than you started.
You learn to use underhanded tactics to gain the upper
hand. When you deal Sneak Attack damage to a HOSTILE NEGOTIATIONS
creature, you may choose to forgo two of your Sneak Scrapper Practice: 13th level
Attack Dice in order to perform an upper hand You gain proficiency in Intimidation or Persuasion.
technique. Additionally, while you are wielding a weapon with
Some of your upper hand techniques require your which you are proficient, you can't have disadvantage
target to make a saving throw to resist the technique's on Charisma (Intimidation) and Charisma (Persuasion)
effects. The saving throw DC is calculated as follows: checks, and if the target would make a contested
check, they can't have advantage on it.
Upper Hand save DC = 8 + your proficiency bonus +
You can deal Sneak Attack damage twice per turn, but
you can't deal more than your total Sneak Attack dice
to a single target per turn.
mystical aid to vanish from sight and neutralize their You are a master of poisons. Targets of your poisons
targets with poison-coated weapons. cannot have advantage on the saving throw made to
resist your poison, and you have advantage on
VENOMOUS Dexterity (Sleight of Hand) checks made to conceal the
application of poisons.
Shadow Killer Practice: 3rd, 5th, 9th, 13th, and 17th
As an action, you can use one of your doses to coat You learn to partially enter the spirit realm. As an
one vibroweapon, one slug cartridge, or one wrist action, you can become invisible as an enhanced effect,
launcher dart. A creature hit by the coated weapon along with anything you are wearing or carrying, for 1
must make a Constitution saving throw (DC = 8 + your hour or until you dismiss this effect (no action
proficiency bonus + your Intelligence modifier), taking required). This invisibility ends early immediately after
1d4 + your Intelligence modifier poison damage on a you deal damage to a creature or you force a creature
failed save or half as much on a successful one. Once to make a saving throw.
applied, the poison retains potency for 1 minute before Once you use this feature, you can't do so again until
drying. you finish a long rest. While you have no remaining
The quantity and damage of your doses increases at uses of this feature, you can expend one of your
higher levels, to three and 2d4 at 5th level, four and poison doses from your Venomous feature to use this
3d4 at 9th level, five and 4d4 at 13th level, and six and feature again. When you do so, your maximum doses
5d4 at 17th level. decreases by 1 until the end of your next long rest.
You learn to combine poison and stealth to perform Your familiarity with poisons and the spirit realm has
assassination techniques. When you deal Sneak Attack opened up new paths of life and death for you. Your
damage to a creature you may choose to forgo two of Evasion feature now applies to Constitution saving
your Sneak Attack dice to make the attack a dark art. throws as well as Dexterity saving throws.
Additionally, whenever you create poison using your
Dark Arts save DC = 8 + your proficiency bonus +
Venomous feature, you can change the damage type to
your Intelligence modifier acid, cold, fire, lightning or necrotic. When you do so,
and you deal Sneak Attack damage with a weapon
ENVENOMED ART coated with your poison, you can also change your
You attempt to poison the target. The target must Sneak Attack damage to the chosen type.
make a Constitution saving throw or be poisoned until
the end of your next turn.
HALLUCINATORY ART
You attempt to blind the target. The target must make
a Wisdom saving throw or be blinded until the end of
your next turn.
VANISHING ART
You feint to momentarily disappear from your target's
purview. The target must make a Dexterity saving
throw. On a failure, you can move up to 10 feet without
provoking opportunity attacks from the target.
You gain proficiency with archaeologist kits and in the 4th 6 4 1st
Lore skill. Additionally, you can't have disadvantage on 5th 7 5 1st
checks you make with them.
6th 8 6 1st
FORCECASTING 7th 10 7 2nd
Archaeologist Pursuit: 3rd level
8th 11 8 2nd
You have learned powers from your studies of
9th 12 9 2nd
civilizations that were also once close to the Force. See
chapter 10 for the general rules of forcecasting and 10th 13 10 2nd
chapter 11 for the force powers list. 11th 14 11 2nd
FORCE POWERS KNOWN 12th 15 12 2nd
You learn 4 force powers of your choice, and you learn 13th 17 13 3rd
more at higher levels, as shown in the Force Powers
Known column of the Archaeologist Pursuit 14th 18 14 3rd
Forcecasting table. You may not learn a force power of 15th 19 15 3rd
a level higher than your Max Power Level, and you may
16th 20 16 3rd
learn a force power at the same time you learn its
prerequisite. 17th 22 17 4th
18th 23 18 4th
FORCE POINTS
You have a number of force points equal to your 19th 24 19 4th
scholar level, as shown in the Force Points column of 20th 25 20 4th
the Archaeologist Pursuit Forcecasting table, + your
Intelligence, Wisdom, or Charisma modifier (your
choice). You use these force points to cast force
powers. You regain all expended force points when you
finish a long rest.
MAX POWER LEVEL ARCHAIC DIAGNOSTICS
Many force powers can be overpowered, consuming Archaeologist Pursuit: 3rd level
more force points to create a greater effect. You can When you analyze a hostile creature, you can use
overpower these abilities to a maximum level, which maneuvers that require a weapon attack when you
increases at higher levels, as shown in the Max Power cast a force power that requires a force attack and you
Level column of the Archaeologist Pursuit Forcecasting can use maneuvers that require a hit with a weapon
table. attack when a creature fails a saving throw against a
You may only cast force powers at 4th-level once. force power you cast.
You regain the ability to do so after a long rest.
FORCE CARVING
FORCECASTING ABILITY Archaeologist Pursuit: 6th level
Your forcecasting ability varies based on the alignment You have unlocked more control over the Force,
of the powers you cast. You use your Intelligence or allowing you to choose wisely who it affects. When you
Wisdom for light side powers (your choice), Intelligence cast a force power that affects other creatures that you
or Charisma for dark side powers (your choice), and
can see, you can choose a number of them equal to 1 +
Intelligence, Wisdom, or Charisma for universal powers the power's level. The chosen creatures automatically
(your choice). You use this ability whenever a power succeed on their saving throws against the power, and
refers to your forcecasting ability. Additionally, you use they take no damage if they would normally take half
this ability modifier when setting the saving throw DC damage on a successful save.
for a force power you cast and when making an attack
roll with one.
that spot. An object “questioned” in this way can only Your affinity for the force allows you to key in to the
provide information relating to its past. The GM has the recent past of an area you enter. When you would
final say on what objects can be questioned, and to expend a use of your Psychometric Analysis, you can
what extent. instead choose to target your immediate vicinity (up to
You can use this feature four times. You gain an a 50-foot cube) and investigate for at least 1 minute.
additional use at 13th and 17th level. You regain all For each minute you investigate, you see visions of
expended uses when you complete a long rest. recent events in the area going back a number of days
equal to your scholar level, you learn about one
KNOWLEDGE IS POWER significant event, beginning with the most recent.
Archaeologist Pursuit: 17th level
You can investigate in this way for a number of
You gain the ability to steal the knowledge of how to minutes equal to your scholar level and must maintain
cast a power from another forcecaster. When a hostile concentration during that time, as if you were
creature casts a force power that affects a friendly concentrating on a power.
creature within range of your Critical Analysis feature, Once you've used this feature, you can't use it again
and you use your reaction target that friendly creature until you complete a short or long rest.
with your Critical Analysis feature, you can force the
creature casting the power to make a Wisdom or MAKING THIS UP AS YOU GO
Charisma saving throw (your choice) against your Prerequisite: 17th level
universal force save DC. On a successful save, the You may now cast force powers at 4th-level twice
power is cast as normal. between rests.
On a failed save, you negate the power's effects, and
TELEKINETIC MINISTRATIONS
you steal the knowledge of that power if it is at least
Prerequisite: 9th level
1st level and of a level you can cast. For the next 8
You can cast the telekinesis force power at 5th level
hours, you know the power and can cast it using your
without spending force points.
force points. The creature cannot cast that power again
until the 8 hours have passed. Once you've used this feature, you must complete a
long rest before you can use it again.
Once you've used this feature, you cannot use it
again until you finish a long rest. THE YEARS AND THE MILEAGE
Your archaeological studies have taken you all across
ARCHAEOLOGIST DISCOVERIES the galaxy. While you are the target of your Critical
When you select this pursuit, you gain access to new Analysis feature, you can use your universal
discoveries which reflect your studies into historical forcecasting ability instead of Wisdom when making
civilations. Whenever you learn a new discovery, you Insight or Survival checks.
can choose from any of the following as well. The
discoveries are listed in alphabetical order. TOMB OF THE ANCIENTS
Prerequisite: 5th level
ARCHIVE RESEARCH As a reaction when you take damage, you can entomb
Your expeditions have turned up a bevy of knowledge yourself in the Force until the end of your next turn.
on the force. You learn three at-will force powers of For the duration, you have resistance to the triggering
your choice, which don't count against your number of damage, you gain temporary hit points equal to 1d10 +
force powers known. your universal forcecasting ability modifier + your
scholar level to potentially absorb the attack, and your
speed is reduced to 0.
Once you've used this feature, you can't use it again
until you finish a short or long rest.
activity. Creatures of your choice who eat food Over the course of a long or short rest, you may utilize
prepared by you have advantage on Constitution an additional maneuver from this archetype (total of
saving throws to avoid exhaustion, as described in four).
chapter 8, until the end of their next long rest.
BRAIN FOOD
At the end of a short or long rest you may expend a
COMFORT FOOD
superiority die and choose a number of friendly
Chef Pursuit: 9th level
creatures up to your maneuver modifier (minimum of
If you or any friendly creatures who have consumed one), if they ate food you prepared. Each creature
food you prepared during a short rest regain hit points gains a number of temporary force or tech points (their
by spending hit dice at the end of the short rest, each choice) equal to the number you roll on the superiority
of those creatures regains an extra 1d8 hit points. die. When an affected creature casts a force or tech
The extra hit points increase when you reach certain power, the temporary force or tech points are spent
levels in this class: to 1d10 at 11th level, and to 1d12 at first. An affected target can only benefit from one
15th level. source of temporary force or tech points at a time, and
they last until they're depleted or until the affected
HEROES' FEAST target completes their next short or long rest. This
Chef Pursuit: 17th level
maneuver has no effect on droids or constructs.
You have developed a signature feast that is the purest
distillation of your knowledge and talent as a chef. DEBILITANTS
Over the course of a long rest, you can expend rare As a bonus action when preparing or touching food,
culinary supplies worth 1,000 cr to create your feast, you may expend a superiority die and add to it a subtle
which can feed a number of creatures equal to twice poison. Any creature that consumes this food must
your Critical Analysis ability modifer. Any creature make a Constitution saving throw. On a failed save,
partaking in the feast gains the following benefits: their hit point maximum is reduced by an amount
equal to twice the number rolled on your superiority
It is cured of all poisons and disease, and becomes die + your maneuver modifier. The effect of this
immune to poison and disease. maneuver ends when the creature completes its next
It makes Wisdom saving throws to avoid being long rest or 24 hours have passed. This maneuver has
frightened with advantage. no effect on droids or constructs.
Its hit point maximum and current hit points increase
by 2d10.
saving throw against your maneuver save DC. On a You gain proficiency in medium armor. If you are
failed save, the target is stunned for 1 minute. The already proficient in medium armor, you instead gain
target can repeat the saving throw at the end of each proficiency in heavy armor.
of its turns, ending the effect on itself on a success. STEADY EYE
Once you use this feature, you can't do so again until Prerequisite: 9th level
you finish a short or long rest. On your turn, you can reduce your speed by half to
gain advantage on Wisdom (Perception) or Intelligence
(Investigation) checks until the end of the turn. You can
not use this feature if you have moved more than half
your speed this turn.
THIRST FOR JUSTICE
When you reduce a hostile creature to 0 hit points, but
don't kill it outright, you gain temporary hit points
equal to your scholar level, which last for 1 minute.
UNERRING EYE
Prerequisite: 15th level
are the target of your Critical Analysis feature, and Attack rolls that you make against creatures that you
when a creature ends your Critical Analysis feature on are grappling have advantage.
themself, it does not end this effect for other creatures
in your Surveyed Area. HIGH GROUND
Prerequisite: 5th level
FIELD ADVANTAGE Once per turn, when you or a friendly creature hits a
Explorer Pursuit: 6th level
creature that is a target of your Critical Analysis
You learn to quickly convey spatial information in the feature, it takes additional damage equal to half your
midst of combat about the area you analyzed, giving Critical Analysis ability modifer (minimum of +1).
them an edge at maneuvering in the area. While
NO STONE LEFT UNTURNED
moving through your Surveyed Area, you and friendly
When you make a Wisdom (Perception) or Intelligence
creatures of your choice ignore unenhanced difficult
(Investigation) check to find a hidden creature that is
terrain, and opportunity attacks against them are inside the area that is targeted by your Critical Analysis
made with disadvantage.
feature, you do so with advantage.
UNSTOPPABLE ADVENTURER VERSATILE EXPLORER
Explorer Pursuit: 9th level
You can hold your breath twice as long as you are
You learn to swim and scale vertical surfaces with ease. normally able to, and take half as much damage from
You gain swimming and climbing speed equal to your fall damage.
walking speed.
Additionally, your Sage Advice feature can be used to
give friendly creatures knowledge on how to swim or
climb, provided you have a swimming or climbing
speed. Chosen creatures have a swimming speed or
climbing speed for the entire duration.
SURVEY MASTER
Explorer Pursuit: 17th level
EXPLORER DISCOVERIES
When you select this pursuit, you gain access to new
discoveries which reflect your studies in maps and
hidden routes. Whenever you learn a new discovery,
you can choose from any of the following as well. The
discoveries are listed in alphabetical order.
COVER ADEPT
Prerequisite: 12th level
While you are the target of your Critical Analysis You can end this effect early on your turn as a bonus
feature, you can add half your Critical Analysis ability action. This effect ends early if you are incapacitated or
modifer (minimum of one) to any saving throw you die. You can use this feature twice. You regain all
make that doesn't already include that modifier. expended uses of it when you finish a long rest.
GENETICIST'S RESILIENCE
Geneticist Pursuit: 9th level
to harness these magics to bewitch and confound their Over the course of an hour, which can be done during
enemies. a short rest, you can perform a ritual to construct an
effigy of a creature. In order to do so, you must have at
THEURGIC RESEARCH least heard of or seen the creature before, and the
target must be in the same system as you. At the end
Occultist Pursuit: 3rd level
When you target a creature with your Critical Analysis, Knowledge Save Modifier
you can choose one ability. While it can see you, the
target has disadvantage on ability checks made with Secondhand (you have heard of the target) +5
the chosen ability. Firsthand (you have met the target) +0
You can use this feature twice. You gain an additional Familiar (you know the target well) −5
use at 5th, 9th, 13th, and 17th level. You regain all
expended uses when you complete a long rest.
Connection Save Modifier
HEIGHTENED HEX Likeness or picture −2
Occultist Pursuit: 6th level
Curse of Objurgation −3
When you use your Curse of Objurgation feature, each
time the cursed creature deals damage to you or an Possession or garment −4
allied creature you can see within 5 feet of you, the Body part, lock of hair, bit of nail, or the like −10
creature takes psychic damage equal to twice your
Critical Analysis ability modifer (minimum of 2). On a successful save, the target isn't affected, and
you can't use this ritual against it again for 24 hours.
On a failed save, the ritual creates a Tiny doll that is
linked to the target. The doll remains linked for 24
hours, or for 10 minutes after you first use it. It
disintegrates at the end of this duration. For the
duration, you can see and hear the target through the
doll as if you were within 5 feet of the creature.
Additionally, as action while the doll is in your
possession, you can expend a Hit Die to torment the
target, choosing an effect from the following options:
Charisma check (their choice) against your maneuver You can cast the bestow curse and remove curse force
save DC. On a failed save, their attempt fails, and any powers without spending force points. Wisdom or
force or tech points spent in this way are wasted. Charisma (your choice) is your forcecasting modifier for
these powers.
Once you've cast a power using this feature, you
must complete a long rest before you can cast it again.
EXSANGUINATION
Prerequisite: 9th level
You gain proficiency with slicer's kits and in the 4th 4 2 1st
Technology skill. Additionally, you can't have 5th 5 3 1st
disadvantage on checks you make with them.
6th 6 3 1st
TECHCASTING 7th 7 4 2nd
Slicer Pursuit: 3rd level
8th 8 4 2nd
You have derived powers from schematics with the aid
9th 9 5 2nd
of your wristpad. See chapter 10 for the general rules
of techcasting and chapter 12 for the tech powers list. 10th 10 5 2nd
11th 11 6 2nd
TECH POWERS KNOWN
You learn 3 tech powers of your choice, and you learn 12th 12 6 2nd
more at higher levels, as shown in the Tech Powers 13th 13 7 3rd
Known column of the Slicer Pursuit Techcasting table.
You may not learn a tech power of a level higher than 14th 14 7 3rd
your Max Power Level. 15th 15 8 3rd
TECHCASTING FOCUS
You use a wristpad (found in chapter 5 of the Player's
Handbook) as a tech focus for your tech powers.
WILDERNESS EXPERT
Zoologist Pursuit: 3rd level
BEAST COMPANION
Zoologist Pursuit: 3rd, 11th, and 17th level
until you finish a long rest. Rather than a single beast companion, you instead
control multiple beasts that function as a swarm. Your
ZOOLOGIST DISCOVERIES beast companion gains the following benefits:
When you select this pursuit, you gain access to new Its effective size increases by two categories (from Tiny
discoveries which reflect your studies in biology and to Medium or Small to Large).
behaviour of alien lifeforms. Whenever you learn a new Its hit points increase by an amount equal to twice its
discovery, you can choose from any of the following as level + 2.
well. The discoveries are listed in alphabetical order. It can only be mounted by creatures at least three size
categories smaller than it, instead of one.
ADVANTAGEOUS COMPANION
When you make a Charisma (Intimidation) check It can occupy another creature's space and vice versa,
against a creature that can see your beast companion, and it can move through any opening large enough for
and your companion is size Medium or larger, you a creature two size categories smaller than it.
make the check with advantage. While it is above half its hit point maximum, when it
When you make a Charisma (Persuasion) check takes the Attack action, it can make an additional
against a creature that can see your beast companion, attack. If the creature has the Extra Attack feature, this
and your companion is size Small or Tiny, you make the attack is in addition to the attack granted by that
check with advantage. feature.
of their tech powers, causing delayed—and often Your precise bombardments make even the most
empowered—effects. hardened defenses crumble. When you cast a power
that calls for a tech attack or a Dexterity saving throw,
MODULAR MUNITIONS it reduces partial cover by one step (from three-
quarters to half or half to one-quarter) against
Artillerist Technique: 3rd level
You can now use your Ranger's Quarry feature on a 10- Additionally,
foot cube area within 60 feet of you that you can see. when you would
You can treat any creatures inside this cube as if they spend 1 tech point
are the target of your Ranger's Quarry feature, and to apply an empowerment
throw against a tech power you cast that deals reduces your
damage, you can apply your Ranger's Quarry damage maximum tech
the battlefield with their expertise Once per round, when your turret deals damage to the
target of your Ranger's Quarry, you can roll your
BONUS PROFICIENCIES Ranger's Quarry die and add it to the damage roll.
Artillerist Technique: 3rd level
CRISIS MANAGEMENT
You gain proficiency in artillerist's implements.
Artillerist Technique: 7th level
TURRET COMPANION While you can see your turret, it can add half its
proficiency bonus to any saving throws it makes that
Artillerist Technique: 3rd, 11th, and 17th level
BATTLEFRONT
reduced by 1. Over the course of a long
Artillerist Technique: 15th level
rest, you can install, replace, or remove a
When you use your Combat Tech feature, both you and
number of turret traits equal to half
your turret can each make one weapon attack as part
your Intelligence modifier (rounded
of the same bonus action.
up, minimum of one).
When you would make a weapon
isn't greater.
Both the range and radius
Due to their uncanny focus, Deadeyes can make Level Known Dice Quantity Dice Size
shots that other marksmen would never dare to
attempt. Deadeyes know how to make the most of 3rd 2 2 d4
ranged weapons and can use them to greater effect 4th 2 2 d4
than other Scouts. 5th 4 3 d6
DEADEYE SUPERIORITY 6th 4 3 d6
Deadeye Technique: 3rd level
7th 5 3 d6
You learn maneuvers that are fueled by special dice 8th 5 3 d6
called superiority dice. See chapter 13 for the
maneuvers list. 9th 6 4 d8
10th 6 4 d8
MANEUVERS KNOWN
You learn two maneuvers of your choice, and you earn 11th 7 4 d8
more at higher levels, as shown in the Maneuvers 12th 7 4 d8
Known column of the Deadeye Superiority table. Many
13th 9 5 d10
maneuvers enhance an attack in some way. You can
use only one maneuver per attack, and you may only 14th 9 5 d10
use each maneuver once per turn. 15th 10 5 d10
Each time you learn new maneuvers, you can also
16th 10 5 d10
replace one maneuver you know with a different one.
17th 11 6 d12
SUPERIORITY DICE
18th 11 6 d12
You have two superiority dice, which are d4s, and you
earn more at higher levels, as shown in the Superiority 19th 12 6 d12
Dice Quantity column of the Deadeye Superiority table. 20th 12 6 d12
This die changes as you gain scout levels, as shown in
the Superiority Dice Size column of the Deadeye
Superiority table. A superiority die is expended when
you use it.
You regain all of your expended superiority dice
when you finish a short or long rest. SHOOT FIRST
MANEUVER ABILITY Deadeye Technique: 11th, 13th, and 17th level
Your maneuver ability varies based on the type of the You have learned that the person who shoots first is
maneuver you use. You use Strength, Dexterity, or often the one who walks out alive. When you make a
Constitution for physical maneuvers (your choice), ranged weapon attack against a creature that has not
Intelligence, Wisdom, or Charisma for mental yet acted during your first turn in combat and you have
maneuvers (your choice), and an ability of your choice advantage on the roll, you can reroll one of the dice
for general maneuvers. You use this ability whenever a once. Additionally, on a hit, you deal an extra 1d8
maneuver refers to your maneuver ability. Additionally, damage of the same type as the weapon. This damage
you use this ability modifier when setting the saving increases to 1d10 at 13th level and 1d12 at 17th level.
throw DC for a maneuver you use.
OVERWATCH
Maneuver save DC = 8 + your proficiency bonus +
Deadeye Technique: 15th level
your maneuver ability modifier You have become a master at protecting your allies
from afar. When a creature attempts to make an
MARK OF THE DEADEYE opportunity attack against an allied creature, or forces
Deadeye Technique: 3rd level
your ally to make a saving throw, you can use your
The range of your Ranger's Quarry feature doubles. reaction to make an attack roll against the enemy
Additionally, when making ranged weapon attacks creature.
against the target of your Ranger's Quarry, the normal If your attack hits, either impose disadvantage on the
and long range of your blaster weapons double. enemy creature's opportunity attack roll or grant
advantage to any allies making the saving throw.
COVER TO COVER
Deadeye Technique: 7th level
you can alter its appearance so that its movements Whenever you take damage, you can use your reaction
appear natural for the decoy. If your decoy is ever to swap places with an illusion of yourself that you
more than 120 feet away from you, it immediately have created using a tech power or class feature. The
disappears. illusion must be within 60 feet of you, and you must be
Additionally, when both you and your decoy are able to see it.
within 5 feet of a creature that can see the decoy, but
IMPROVED DECOYS
is not aware it is an illusion, you have advantage on
attack rolls against that creature. Illusionist Technique: 15th level
A creature that uses its action to examine your decoy You can create up to four duplicates of yourself,
can determine that it is an illusion with a successful instead of one, when you use your Holographic Decoy
Intelligence (Investigation) check against your tech save feature. When you use your bonus action to move a
DC. If a creature discerns the illusion for what it is, the decoy, you can move any number of them with the
creature can see through the image. same bonus action.
You can use this feature twice. You gain an additional
use at 5th, 9th, 13th, and 17th level. You regain all
expended uses when you finish a short or long rest.
level.
SENSE FORCE
Inquisitor Technique: 7th, 9th, 13th, and 17th level
FORCE RESISTANCE
Inquisitor Technique: 11th and 17th level
ADAPTIVE TECHIE
Mastermind Technique: 7th level
EMERGENCY PLANNING
Mastermind Technique: 11th level
IMPROVED TECHCASTING
Mechanist Technique: 3rd level
COMMAND DROID
Mechanist Technique: 15th level
BONUS PROFICIENCIES
Mechanist Technique: 3rd level
IMPROVED TECHCASTING
Mechanist Technique: 3rd level
when you complete a long rest. You are used to working with electronics and have
learned to increase their potency, while becoming
MARK OF THE MECHANIST inured to their dangers. You gain resistance to ion and
Mechanist Technique: 7th level
lightning damage.
As a bonus action, you can cause the target of your Additionally, whenever you deal ion damage to a
Ranger's Quarry to emit an ion pulse, as long as the creature, you can spend a tech point to force the
target is within 60 feet of you. The target, and any creature to make a Constitution saving throw. On a
creatures within 5 feet of it, must make a Constitution failed save, it is stunned until the end of your next turn.
saving throw against your tech save DC. On a failed
save, roll your Ranger's Quarry die; each creature takes COMMAND DROID
ion damage equal to the amount rolled. Mechanist Technique: 15th level
ON THE HUNT
Predator Technique: 15th level
PERSONAL TELEPORTER When you use your Personal Teleporter feature, you
can place the portal that you would normally place
Teleportation Technique: 3rd, 5th, 9th, 13th, 17th, within 5 feet of you in a place you can see within your
and 20th level
Personal Teleporter's range. If that space is occupied
You can use portable teleporters as a bonus action, by a Huge or smaller creature or a Medium or smaller
instead of an action. unsecured object, it must make a Dexterity saving
Additionally, while you are wielding a tech focus, you throw against your tech save DC. An object
can use your bonus action to create a pair of linked automatically fails this saving throw, and a creature
portals: one portal appears in a space within 5 feet of can choose to fail. On a failed save, a Medium or
you, and the other portal appears in an unoccupied smaller creature or object falls through the portal,
space you can see up to 30 feet away. These portals immediately appearing in a space within 5 feet of the
last until the start of your next turn, and they are large linked portal and falling prone. A Large or Huge
enough to accommodate Medium and smaller creature instead falls prone without moving.
creatures and objects. Portals take the appearance of
an elongated, shimmering mirror, and looking through REPRISAL
a portal, a creature can see through the linked portal Teleportation Technique: 15th level
as if looking through a window. A creature or object When you would be affected by a weapon or tech
who passes through a portal immediately appears in a
power that requires a Dexterity saving throw or attack
space within 5 feet of the linked portal. You can use roll and would affect only you, you can use your
your reaction to end your portals early. If a creature is reaction to instantaneously create a pair of portals to
partially within your portals, it is shunted back to the
redirect that power to another target within 30 feet. If
space it previously occupied and it must make a the weapon or power required a melee or ranged
Dexterity saving throw against your a tech save DC. On attack roll, make a melee or ranged tech attack roll
a failed save, it takes energy damage equal to your
against the new target, as appropriate. If it required a
scout level + your Intelligence modifier. You can use Dexterity saving throw, the new target must make a
this feature twice. You gain an additional use at 5th, Dexterity saving throw against your tech save DC.
9th, 13th, and 17th level. You regain all expended uses
Once you've used this feature, you must complete a
when you complete a short or long rest. At the
short or long rest before you can use it again.
beginning of each of your turns while you have a pair
of portals active, you can expend a use of this feature
to extend the duration of the portals until the start of
your next turn (no action required). The distance at
which you can create portals increases at higher levels.
It increases to 60 feet at 5th level, 90 feet at 9th level,
150 feet at 13th level, 300 feet at 17th level, and 1,000
feet at 20th level.
Quarry, you always know any conditions it is suffering Your healing becomes even more potent. When you
from, and you know at roughly what percentage its restore hit points or grant temporary hit points to a
current hit points is relative to its maximum. creature as a bonus action using your Mark of Triage
Additionally, if the target is within 60 feet of you, when feature, you can also end one of the following
it is forced to make a Constitution saving throw, you conditions afflicting it: blinded, deafened, diseased,
can use your reaction to force it to make the roll with paralyzed, or poisoned.
disadvantage. Once you've used this feature, you must
complete a short or long rest before you can use it
again.
While a friendly creature is the target of your Ranger's
Quarry, you have advantage on Wisdom (Medicine)
checks made to stabilize it. Additionally, if the target is
within 60 feet of you, you can use your bonus action
and roll your Ranger's Quarry and either restore hit
points equal to the amount rolled, or grant temporary
hit points equal to the amount rolled. Once a friendly
creature has benefited from this ability, they can not do
so again until they complete a short or long rest.
DOUBLE DOSE
Triage Technique: 7th, 9th, 13th, and 17th level
EXPERIMENTAL INFUSION
Triage Technique: 11th level
Empowered Self option when you cast it as your action Your spirit can invade another creature's being. As an
and the target fails its saving throw. Finally, when you action, your spirit can touch a creature within 5 feet of
deal psychic damage with the feedback force power, it, forcing it to make a Wisdom saving throw against
you deal additional psychic damage equal to your your universal force save DC. If you or creatures that
Wisdom or Charisma modifier (your choice, minimum are friendly to you are fighting it, it has advantage on
of one) if it doesn't already include that modifier. the saving throw.
On a failed save, your spirit moves into that
SYMBIOT SPIRIT creatures space, inhabiting its body, for 1 minute. The
Path of Communion: 3rd, 5th, 9th, 13th, and 17th affected creature has disadvantage on the first attack
level
roll, ability check, or saving throw it makes each turn.
You attract the attention of the spirit of a Force ghost. At the end of each its turns, the creature repeats this
Over the course of one hour, you can attune to the save. On a success, it repels the spirit from its body,
spirit, forging a lasting connection. While attuned to a and it becomes immune to this feature for 24 hours.
spirit, you gain the following benefits: Once you've used this feature, you must complete a
long rest before you can use it again.
Your spirit is always audible and visible to you. Your
spirit can choose to make itself audible and visible or ETHEREAL VISION
inaudible and invisible to other creatures (no action Path of Communion: 13th level
required), but it is always visible to beings with You and your guiding spirit both gain truesight out to
truesight. 60 feet as long as your spirit is within 100 feet of you.
Your spirit can not interact with the corporeal world, Additionally, when you use your action to see
but it is also not impeded by unenhanced walls or through your spirit's senses, you are no longer deaf
barriers. and blind with regard to your own senses, able to
Your spirit acts independently of you, and it only obeys comprehend what happens in both perspectives
your commands if it chooses to. In combat, it rolls its simultaneously.
own initiative and acts on its own turn. Your spirit can't
attack, but it can take other actions as normal. ASSUMING DIRECT CONTROL
While your spirit is within 100 feet of you, you can Path of Communion: 18th level
telepathically communicate with it. Additionally, as an When a creature fails its saving throw against your
action, you can see through your spirit's vision and Invasive Presence feature, the target becomes
hear what it hears until the start of your next turn. charmed by you for as long as Invasive Presence is
During this time, you are deaf and blind with regard to active.
your own senses. While the target is charmed, you and your spirit have
When you cast a force power with a range of touch, a telepathic link with it as long as you are within 100
your spirit can deliver the power as if it had cast it. Your feet of it. You and your spirit can use this telepathic link
spirit must be within 100 feet of you, and it must use its to issue commands to the creature while you are
reaction to deliver the power when you cast it. If the conscious (no action required), which it does its best to
power requires an attack roll, you use your attack obey. You can specify a simple and general course of
modifier for the roll. action, such as "Attack that creature," "Run over there,"
or "Fetch that object." If the creature completes the
You can only attune to one spirit at a time. If you order and doesn't receive further direction from you, it
attempt to attune to another spirit, you immediately defends and preserves itself to the best of its ability.
break the bond with your current spirit. You can use your action to take total and precise
control of the target. Until the end of your next turn,
GENERATING YOUR SPIRIT the creature takes only the actions you choose, and
Your spirit might be the ghost of a benevolent Jedi, doesn't do anything that you don't allow it to do.
discovered in the ruins of a Jedi temple, or a powerful During this time you can also cause the creature to use
Sith spirit lingering in an ancient artifact. It might be a reaction, but this requires you to use your own
the spirit of a Nightsister sorceress, or a paragon of a reaction as well.
long-forgotten monastic order. Work with your GM to
determine the nature of your spirit.
FORCE-EMPOWERED DETONATORS
Path of the Corsair: 3rd, 5th, 9th, 13th, and 17th
level
REMOTE START
Path of the Corsair: 7th level
You learn the resistance force power, which does not OUT OF TOUCH
count against your total powers known. Additionally,
Path of Ethereality: 7th level
EVENT CASCADE
Path of Ethereality: 13th level
ABERRANT SELF
Path of Ethereality: 18th level
bodies to their physical peak, able to withstand nigh Through intense physical training, you've improved
intolerable punishment and bolster their physical your body's ability to access and channel the force
combat capabilities. flowing within you.
When you would use a Force-Empowered Self
FORM COMBAT TRAINING option, you can choose to bolster the option, gaining
an additional effect as listed below. You can only
Path of Iron: 3rd level
FOLLOW THROUGH
Path of Iron: 13th level
When you take the Attack action on your turn, you can
spend 2 force points and forgo one of your attacks to
cast an at-will force power which requires you to make
a melee weapon attack.
KINETIC MASTERY
Path of Iron: 18th level
SAGE COUNSEL Once per long rest, you can cast the master battle
Path of Meditation: 3rd level
meditation force power without expending force
You learn the guidance force power, which does not points. While concentrating on master battle
count against your total powers known. Additionally, meditation, at the start of each of your turns, the
this power's die increases by one step (from d4 to d6, power's die increases by one step (from d8 to d10, or
d6 to d8, d8 to d10, or d10 to d12). d10 to d12).
Additionally, you gain a second reaction each round
FORCE-EMPOWERED ALLIES that you can only use for your Force-Empowered Allies
Path of Meditation: 3rd level
feature. You can only take one reaction per turn.
While you are concentrating on a power that benefits a
friendly creature other than you, you gain new ways to
utilize your Force-Empowered Self features. Each
option costs 1 force point, and you can only target a
creature that is benefiting from a power you cast.
DEFLECTION
When an ally is hit with an attack roll, you can use your
reaction and roll a Kinetic Combat die to add it to your
ally's AC, potentially causing the attack to miss.
DOUBLE STRIKE
When an ally hits with an attack roll, you can use your
reaction and roll a Kinetic Combat die to deal
additional damage of the same type as the attack.
SLOW TIME
When an ally moves on their turn, you can use your
reaction and roll a Kinetic Combat die to increase their
speed by 5 x the amount rolled until the end of the
turn.
UNBREAKABLE FOCUS
Path of Meditation: 7th level
Once per long rest, you can cast the battle meditation
force power at its base level without expending force
points. While concentrating on battle meditation, at the
start of each of your turns, the power's die increases
by one step (from d4 to d6, d6 to d8, d8 to d10, or d10
to d12).
Additionally, whenever you make a Constitution
saving throw to maintain concentration on a force
power, you can treat a d20 roll of 9 or lower as a 10.
TURBULENT PRESENCE
Path of Meditation: 13th level
Once per long rest, you can cast the improved battle
meditation force power at its base level without
expending force points. While concentrating on
improved battle meditation, at the start of each of your
turns, the power's die increases by one step (from d6
to d8, d8 to d10, or d10 to d12).
3rd level or lower. At 17th level, you learn two tech You've gained access to two additional Force-
powers of 4th level or lower. Whenever you gain a level Empowered Tech effects: Harmonic Synthesis and
in this class, you can choose one of the tech powers Conservation of Energy.
you know and replace it with another tech power of no HARMONIC SYNTHESIS
higher than the level determined by this feature. When you use your action to cast a force power, you
can use your bonus action to gain resistance to
SYNTHETIC UNDERSTANDING
damage dealt by tech powers until the start of your
Path of Synthesis: 3rd level
next turn. If you use your action to cast a tech power,
You've applied your newfound knowledge to broader you can instead gain resistance to damage dealt by
pursuits. You gain proficiency in Technology or one tool force powers.
of your choice.
Additionally, when you make an Intelligence CONSERVATION OF ENERGY
(Technology) check, or a check with a tool, you may use When you reduce a hostile creature to 0 hit points with
your Wisdom or Charisma modifier (your choice) a tech power, you can reduce the force point cost of
instead of your Intelligence modifier. the tech power to 0 (no action required).
Finally, when you deal damage with a tech power or
your Double Strike Force Empowered Self option, you REFLECTIVE SHIELD
can choose to substitute the damage dealt as ion. Path of Synthesis: 18th level
with your use of the Force. You have three such effects: incoming energy and potentially
Disruption Pulse, Force Override, and Techcasting reflect it back at your attacker.
Insight. When you use your Force-Empowered Tech, You use your reaction to
additional use at 9th, 13th, and 17th level. You regain triggering
all expended uses when you finish a short or long rest. damage, and
As an action, you can send out a 30 foot cone of feet of you, they take
weapons. Each creature within the cone that is wearing dealt as ion.
or carrying a weapon with electric components must
make an Intelligence saving throw. If the weapon is
being worn, this save is made with disadvantage. On a
failed save, the first attack they attempt to make with
that weapon has disadvantage. A creature with
multiple weapons must make a separate save for each
weapon.
KINETIC WARD
Path of Tenacity: 3rd level
KINETIC BULWARK
Path of Tenacity: 7th level
INDOMITABLE
Path of Tenacity: 13th level
elements, adapting them to their will. You've learned to attune your senses with nature. If
you spend at least 1 minute meditating while in nature,
WILD POWER you gain the following benefits for 1 hour:
Path of Witchcraft: 3rd level
You ignore difficult terrain caused by nature.
You learn the enfeeble force power, which does not You can understand plants within 30 feet of you. They
count against your total powers known. Additionally, can telepathically communicate simple ideas to you,
you can use Wisdom or Charisma as your forcecasting including memories from within the past day.
ability for it, and you can use the Double Strike Force- You can command plants within 30 feet of you to
Empowered Self option when you cast it as your action create difficult terrain, or other tasks at the GM's
and the target fails its save. Finally, you add your discretion (no action required).
Wisdom or Charisma modifier (your choice, minimum
of one) to damage rolls with it. Once you've used this feature, you must complete a
short or long rest before you can use it again.
ICHOR CONJURING
Path of Witchcraft: 3rd and 11th level
WATERS OF LIFE
You learn to call on the spirits of beasts and grant Path of Witchcraft: 13th and 17th level
them ichorous form. Once on each of your turns, when You've learned to absorb the fleeting magicks of your
you cast a force power and deal necrotic damage to a familiar. When your familiar is destroyed by taking
creature, you can conjure a familiar within 5 feet of it damage, you can choose to grant temporary hit points
(no action required). The familiar takes the form of a equal to 2d8 + your Wisdom or Charisma modifier
humanoid or beast made of green, glowing smoke, and (your choice) to one friendly creature of your choice
it lasts for 1 minute, until you dismiss it as a bonus you can see within 30 feet.
action, until you manifest another spirit, or until you're You can use this feature five times. You gain an
incapacitated or die. additional use at 17th level. You regain all expended
Your familiar has an AC equal to your universal force uses when you finish a long rest.
save DC, 1 hit point, and immunity to all conditions. If it
has to make a saving throw, it uses your saving throw STORMCALLER
bonus for the roll. It is the same size as you regardless Path of Witchcraft: 18th level
of its appearance, and it occupies its own space. On You've learned to command the elements to summon
your turn, you can mentally command the familiar to a fierce storm in a 30-foot radius around you. As an
move up to 30 feet in any direction (no action action, you can gain the following benefits for 1
required). If your familiar is ever more than 30 feet minute:
from you at the end of your turn, it is destroyed. While
you have a familiar, you gain the following benefits: You gain a flying speed equal to your walking speed.
You have resistance to energy, lightning, and necrotic
As a bonus action, you can use your magicks to damage.
teleport, swapping places with your familiar at a cost of Whenever a hostile creature enters this radius for the
15 feet of your movement, regardless of the distance first time on a turn or starts its turn there, it takes 10
between the two of you. lightning damage.
When you take the Attack action on your turn, any
attack you make with that action can originate from This effect ends early if you are incapacitated or die.
your space or the familiar's space. You make this choice Once you've used this feature, you can't use it again
for each attack. until you finish a long rest.
When a creature that you can see within 5 feet of your
familiar moves at least 5 feet away from it, you can use
your reaction to make an opportunity attack against
that creature as if you were in the familiar's space.
Companions section of the Customization Options Your bond with your beast companion strengthens,
document for Expanded Content. granting the following benefits while your beast
In addition to its traits and features, your beast companion is within 30 feet of you:
companion gains an additional benefit while it is
bonded to you: When you cast a force power that targets only yourself,
and your beast companion is within range, you can also
Your beast gains two additional traits. It gains one target your beast companion with that power.
more additional trait when you reach 11th level in this If you or your beast have darkvision and the other
class. For each beast trait in excess of your proficiency doesn't, the other gains it with the same radius. If you
bonus, your force point maximum is reduced by 2. both have darkvision, you both use the larger radius of
the two, which then increases by 30 feet.
Lastly, while bonded and within 10 feet of you, your
If you or your beast have advantage on Perception
beast companion gains the following benefits:
checks and the other doesn't, the other gains
When you use a Force-Empowered Self option to advantage on Perception checks. If you both have
increase your speed or armor class, you can instead advantage on Perception checks, when either of you
grant this bonus to your beast companion. makes a Perception check with advantage, you can
reroll one of the dice once.
STORMCALLER
Path of Witchcraft: 18th level