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SW5e - Expanded Content - Archetypes

The document provides an overview of different archetypes for various character classes in the game, including Berserker, Consular, Engineer, Fighter, Guardian, and Monk. For Berserkers, it outlines different Approaches such as Addicted, Armored, Beastmaster, and others. Each Approach provides class features at certain levels that enhance the Berserker's abilities in combat and confer additional benefits related to that particular Approach.

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0% found this document useful (0 votes)
163 views

SW5e - Expanded Content - Archetypes

The document provides an overview of different archetypes for various character classes in the game, including Berserker, Consular, Engineer, Fighter, Guardian, and Monk. For Berserkers, it outlines different Approaches such as Addicted, Armored, Beastmaster, and others. Each Approach provides class features at certain levels that enhance the Berserker's abilities in combat and confer additional benefits related to that particular Approach.

Uploaded by

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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ARCHETYPES

TABLE OF CONTENTS

Berserker   Jar'Kai Form

  Addicted Approach   Juyo/Vaapad Form

  Armored Approach   Shii-Cho Form

  Beastmaster Approach   Sokan Form

  Beastmaster Approach (Companion)   Trakata Form

  Bloodstorm Approach   Vonil/Ishu Form

  Brawling Approach   Vonil/Ishu Form (Companion)

  Champion Approach   Ysannanite Form

  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

Monk   Path of Witchcraft (Companion)


ADDICTED APPROACH
For some, the consumption of substances is the
entirety of their life. For berserkers of the Addicted
Approach, substances cause their fury to burn stronger
and deeper, granting significant benefits.

SLYTHMONGER SAVVY
Addicted Approach: 3rd level

You gain proficiency in your choice of brewer's kit or


spicer's kit. Additionally, you have advantage on saving
throws to avoid the low or addiction to substances.
Lastly, you can consume substances as a bonus action,
and when you do so, you can also enter a rage as a
part of this same bonus action.

FREEDOM THROUGH SLAVERY


Addicted Approach: 3rd level

While you are raging or experiencing the high of a


substance, you have advantage on saving throws that
would force you to act against your will, be frightened,
or prevent you from attacking a creature. If you are
both raging and experiencing the high of a substance,
you are instead immune to effects that would force
you to act against your will or would prevent you

from attacking a creature.

RELEASE THE BEAST


Addicted Approach: 6th level

While you are raging or experiencing the high of a


substance, when you hit a creature with a melee
weapon attack, you can expend a Hit Die to deal
additional damage to the target. Roll the Hit Die,
adding the result of the die to the damage roll. If you
are both raging and experiencing the high of a
substance, you also add your Constitution modifier to
the damage roll.

SEEING SOUND
Addicted Approach: 10th level

While you are raging or experiencing the high of a


substance, you have blindsight with a range of 10 feet.
If you are both raging and experiencing the high of a
substance, you instead have blindsight with a range of
30 feet. If you would already have blindsight, it instead
increases by 5 feet or 15 feet, respectively.

FUEL THE RAMPAGE


Addicted Approach: 14th level

While you are both raging and experiencing the high of


a substance, having 0 hit points doesn't knock you
unconscious. You still must make death saving throws,
and you suffer the normal effects of taking damage
while at 0 hit points. However, if you would die due to
failing death saving throws, you don't die until your
rage ends, and you die then only if you still have 0 hit
points.

EXPANDED CONTENT | ARCHETYPES | BERSERKER


ARMORED APPROACH
Many berserkers forgo armor and rely on their own CUSTOMIZED ARMOR
fortitude. Berserkers of the Armored Approach,
however, embrace the use of armor. Each one Armored 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

You gain proficiency in armormech's implements. Over DEFENSIVE FIELD


the course of a long rest, you can customize a suit of On your turn, you can use a bonus action to gain
light or medium armor into spiked armor. You must temporary hit points equal to 1d12 + your berserker
have the armor and armormech's implements in order level. Once you use this feature, you must finish a short
to perform this modification. You can only have one or long rest before you can use it again.
suit of spiked armor at a time.
This armor gains the barbed (1d4) property. If the DEFLECTIVE LAYER
armor already has the barbed property, the barbed Your armor class increases by 1.
damage increases by one step (from d4 to d6, or from
d6 to d8). Additionally, while raging, you add your rage GRAPPLING LINE
damage bonus to your barbed damage when you You can use a bonus action to launch a grappling line
successfully initiate or maintain a grapple. at one creature of your choice that you can see within
While wearing your spiked armor, you can use your 15 feet. The target must succeed on a Strength saving
throw (DC = 8 + your proficiency bonus + your Strength
Constitution modifier instead of your Dexterity
modifier when determining your AC. modifier) or be pulled up to 10 feet in a straight line
towards you. If it ends this movement within 5 feet of
Additionally, while wearing your spiked armor, you
you, it takes kinetic damage from your armor spikes
can use your spiked armor as an improvised weapon.
equal to your Strength modifier.
When you do so, you are considered proficient with it,
and if your armor's barbed damage would be higher INTEGRATED SONAR
than your damage with improvised weapons, you use You can use an action to give yourself the benefits of
the barbed damage instead. If you take the Attack the true sight force power for 1 hour. Once you use
action on your turn and make at least one attack with this feature, you must finish a short or long rest before
your spiked armor, you can use your bonus action to you can use it again.
make an additional attack with your spiked armor
against the same target. NEURAL INTERFACE
You are immune to all effects that would cause you to
ENVIRONMENTAL SHIELDING be charmed or frightened.
Armored Approach: 6th level

You customize your spiked armor to better protect SPIKED RETRIBUTION


you. Choose one of the following damage types: acid, Armored Approach: 14th 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

Additionally, while wearing your spiked armor, you                       to this damage.


have advantage on Constitution

saving throws made to avoid

exhaustion due to extreme heat

or cold.

EXPANDED CONTENT | ARCHETYPES | BERSERKER


BEASTMASTER APPROACH
Many berserkers feel a primal attunement to nature. ANIMALISTIC MOMENTUM
For berserkers of the Beastmaster Approach, that
attunement manifests itself in bestial marks and Beastmaster Approach: 6th level

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

When you enter your rage, you can choose up to 5


Beastmaster Approach: 3rd 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.

EXPANDED CONTENT | ARCHETYPES | BERSERKER


BEASTMASTER APPROACH (COMPANION)
Many berserkers feel a primal attunement to nature. ANIMALISTIC MOMENTUM
For berserkers of the Beastmaster Approach, that
attunement manifests itself in a bond with a beast Beastmaster Approach: 6th, 11th, and 17th level

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

Whenever your companion reduces a creature to 0 hit


Your beast gains two additional traits. It gains one points while you are raging, it gains a number of
more additional trait when you reach 11th level in this temporary hit points equal to your berserker level,
class. For each beast trait in excess of your proficiency which last for the duration of your rage.
bonus, your number of available Hit Dice that can be
spend to restore hit points is reduced by 1. HUNTER'S CALL
Lastly, while bonded and within 10 feet of you, your Beastmaster Approach: 14th and 17th 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

When you have advantage on an attack roll against a


creature your companion has dealt damage since the
start of your last turn, you can reroll one of the dice
once. When your companion has advantage on an
attack roll against a creature you've dealt damage since
the start of your last turn, it can reroll one of the dice
once.

EXPANDED CONTENT | ARCHETYPES | BERSERKER


BLOODSTORM APPROACH
The Bloodstorm Approach is said to have originated RAGING WHIRLWIND
from the ancient wookiee Hroufrasnooohn clan (which Bloodstorm Approach: 14th 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

Any weapon you throw can ricochet back to you at


your command. When you make a thrown weapon
attack, you may have the weapon fly back to your hand
immediately after the attack.

THROW ANYTHING
Bloodstorm Approach: 6th level

Your strength and mastery of throwing techniques has


allowed you to throw vibroaxes as easily as others hurl
vibrodaggers. When you are wielding a light- or vibro-
weapon with which you are proficient, it gains the
thrown property (range 20/60).

FLING PEOPLE
Bloodstorm Approach: 10th level

You learn to throw creatures as easily as you throw


your weapons. When you successfully grapple a
creature, you may immediately throw the creature.
THROW FRIEND
If the creature is a willing ally and volunteers

to be grappled, you throw the target into any


unoccupied space within 60 feet. That creature

may immediately use its reaction to make one

melee weapon attack, adding your Strength

modifier to the attack's damage roll.


THROW FOE
If the creature is an opponent, you throw the target
into any unoccupied space within 30 feet, where it
takes damage equal to your Strength modifier and falls
prone.

EXPANDED CONTENT | ARCHETYPES | BERSERKER


BRAWLING APPROACH
Most berserkers require weapons. For berserkers of STOP HITTING EACH OTHER
the Brawling Approach, however, everything is their Brawling 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:

Reckless Strike save DC = 8 + your proficiency bonus +


your Strength modifier

  You can use these features a combined number of


times equal to your proficiency bonus, as shown in the
berserker table. You regain all expended uses when
you complete a short or long rest.
BRACING STRIKE
You gain temporary hit points equal to your rage
damage bonus. If the target is grappled by you, you
instead gain temporary hit points equal to twice your
rage damage bonus.
PUNISHING STRIKE
Your target must make a Constitution saving throw. On
a failed save, the creature is deafened until the start of
its next turn. If the target is grappled by you, it is
instead incapacitated until the start of its next turn.
STAGGERING STRIKE
Your target must make a Strength or Dexterity saving
throw (the target chooses the ability score to use). On a
failed save, your target is pushed back 5 feet. If the
target is grappled by you, it is instead knocked prone.

SHATTERING STRIKES
Brawling Approach: 6th level

Your rage causes your strikes to overcome the hardest


of materials. While raging, you gain the following
benefits:

Your unarmed strikes and improved weapons count as


enhanced for the purpose of overcoming resistance
and immunity to unenhanced attacks and damage.
Your unarmed strikes deal double damage against
structures.

EXPANDED CONTENT | ARCHETYPES | BERSERKER


CHAMPION APPROACH
Some berserkers revel in battle for battle's sake. For
berserkers of the Champion Approach, this revelry is
the goal to which they constantly strive.

CHAMPION SUPERIORITY CHAMPION SUPERIORITY


Champion Approach: 3rd level
Maneuvers
Superiority
Superiority

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

While raging, you gain the following benefits:

You are resistant to psychic damage.


When you affect an ally with a maneuver, they gain the
benefit of one of your damage resistances until the
start of your next turn.

EXPANDED CONTENT | ARCHETYPES | BERSERKER


FRENZIED APPROACH
For some berserkers, rage is a means to an end—that
end being violence. The Frenzied Approach is that of
untrammeled fury, slick with blood. As you enter the
berserker's rage, you thrill in the chaos of battle,
heedless of your own health or well-being.

FRENZY
Frenzied Approach: 3rd level

You can go into a frenzy when you enter your rage. If


you do so, for the duration of your rage you can make
a single melee weapon attack as a bonus action on
each of your turns after this one.
The first time you use this feature, you suffer no ill
effect. If you use this feature again before you finish

a long rest, you suffer one level of exhaustion

when your rage ends each time you use

it.
When you finish a long rest, you

reduce your exhaustion level by 2,

instead of 1. Additionally, any

effect that removes exhaustion

reduces your exhaustion by 1

additional level.

MANIACAL RAGE
Frenzied Approach: 3rd level

While raging, you have advantage on Charisma


(Intimidation) checks.

MINDLESS RAGE
Frenzied Approach: 6th level

You can't be charmed or frightened while raging.

If you are charmed or frightened when you enter

your rage, the effect is suspended for the duration

of the rage.

INTIMIDATING PRESENCE
Frenzied Approach: 10th level

You can use your action to frighten someone with

your menacing presence. When you do so, choose

one creature that you can see within 30 feet of you. If


the creature can see or hear you, it must succeed on a
Wisdom saving throw (DC = 8 + your proficiency bonus
+ your Charisma modifier) or be frightened of you until
the end of your next turn. On subsequent turns, you
can use your action to extend the duration of this
effect on the frightened creature until the end of your
next turn. This effect ends if the creature ends its turn
out of line of sight or more than 60 feet away from you.
While raging, you add double your proficiency bonus to
the save DC, instead of your normal proficiency bonus.
If the creature succeeds on its saving throw, it
becomes immune to this feature for 24 hours.

RETALIATION
Frenzied Approach: 14th level

When you take damage from a creature that is within 5


feet of you, you can use your reaction to make a melee
weapon attack against that creature.

EXPANDED CONTENT | ARCHETYPES | BERSERKER


INDUSTRIAL APPROACH
While some berserkers are content to surrender to TECHCASTING
their rage, others prefer a more tactful approach. Industrial Approach: 3rd level
Berserkers of the Industrial Approach augment their
You have derived powers from schematics with the aid
rage with the versatility of technology, adding
of your wristpad. See chapter 10 for the general rules
elemental explosions to their already fearsome of techcasting and chapter 12 for the tech powers list.
arsenal.
TECH POWERS KNOWN
You learn 3 tech powers of your choice, and you learn
more at higher levels, as shown in the Tech Powers
Known column of the Industrial Approach Techcasting
table. You may not learn a tech power of a level higher
than your Max Power Level.
TECH POINTS
You have a number of tech points equal to half of your
berserker level, as shown in the Tech Points column of
the Industrial Approach Techcasting table, + your
Intelligence modifier. You use these tech points to cast
tech powers. You regain all expended tech points when
you finish a short or long rest.

MAX POWER LEVEL


Many tech powers can be overcharged, consuming
more tech points to create a greater effect. You can
overcharge these powers to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Industrial Approach Techcasting

                table.
                You may only cast tech powers at

                    4th-level once. You regain the

                  ability to do so after a long rest.


                TECHCASTING ABILITY
Intelligence is your techcasting ability for your tech
powers. You use your Intelligence whenever a power
refers to your techcasting ability. Additionally, you use
your Intelligence modifier when setting the saving
throw DC for a tech power you cast and when making
an attack roll with one.

Tech save DC = 8 + your proficiency bonus +

your Intelligence modifier

Tech attack modifier = your proficiency bonus +

your Intelligence modifier

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.

EXPANDED CONTENT | ARCHETYPES | BERSERKER


EXPLOSIVE RESILIENCE
Industrial Approach: 6th, 9th, 13th, and 17th level

Once per round, when you deal damage that includes


your rage damage, you can cause a localized explosion INDUSTRIAL TECHCASTING
around the recipient of that damage. Each creature
within 5 feet of the damaged creature other than you Tech Powers
Tech
Max Power

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.

EXPANDED CONTENT | ARCHETYPES | BERSERKER


PRECISION APPROACH
Some berserkers have learned to channel their rage
into a method of increasing their focus and precision to
supernatural levels. Those berserkers who choose the
Precision Approach hone their rage to a fine point,
becoming agile warriors who ruthlessly dispatch their
foes.

CAREFUL STEPS
Precision Approach: 3rd level

You gain skills that represent your precise movement.


You gain proficiency in your choice of Acrobatics or
Stealth. While raging, you have advantage on checks
you make with the chosen skill.

FOCUSED RAGE
Precision Approach: 3rd level

You hone your rage to a razor sharp focus. While


raging, when you make a melee weapon attack using
Dexterity, you add your rage damage to the damage
roll. Additionally, you can use your Reckless Attack
feature to give you advantage on melee weapon
attacks using Dexterity during your turn.

BATTLE ANTICIPATION
Precision Approach: 6th level

While raging, your critical hit range with melee weapon


attacks using Dexterity increases by 1.

IMPROVED DANGER SENSE


Precision Approach: 10th level

While raging, when you are subjected to an effect that


allows you to make a Dexterity saving throw to take
only half damage against effects that you can see, such
as traps and powers, you are treated as proficient in
the save, and you instead take no damage if you
succeed on a saving throw, and only half damage if you
fail.

CALM WITHIN THE STORM


Precision Approach: 14th level

The precision with which you act during your rage


causes you to become a storm of reactive lethality.
When you use your Reckless Attack feature, you can
make a number of opportunity attacks equal to your
proficiency bonus without using your reaction, and
when a creature within 5 feet of you misses you with
an attack, you can use your reaction to make a melee
weapon attack using Dexterity against that creature.

12 EXPANDED CONTENT | ARCHETYPES | BERSERKER


WARCHIEF APPROACH
For some berserkers, it is their duty or birthright to SAVAGE DIPLOMAT
lead their tribe and kin to battle and victory. The Warchief Approach: 3rd level

Warchief Approach is one forged from alliances, bonds,


Your path necessitates that you build relationships
and strategy. In combat, your rages are less mindless,
with others, for the betterment of your tribe or
and more focused. Ignoring the distractions of yourself. You gain proficiency in one of the following
unimportant events, your attention hones in on the
skills of your choice: Persuasion or Intimidation. You
battlefield and how best to direct and control it. You
can choose to learn one language in place of the skill
guide your allies' strikes, and your presence is enough proficiency.
to wash away their fatigue.
COMMANDING RAGE
Warchief Approach: 3rd level

You become more aware of your allies, and their intent


when fighting at your side. While you are raging, when
an ally within 10 feet of you makes an attack roll
against an enemy, you can use your reaction to grant
advantage to that attack and add your rage damage
bonus to the damage roll, if the attack hits.
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 short or long
rest.

INSPIRING PRESENCE
Warchief Approach: 6th level

Your mere presence on the battlefield rallies your


allies. When you rage, choose up to 3 allies that you
can see within 30 feet of you. Each creature gains
temporary hit points equal to half your berserker level
+ your Charisma modifier (minimum of +1).

RAID PLANNING
Warchief Approach: 10th level

You learn to flare up your allies' drive for combat,


urging them to follow you into the fray. During a long
rest, you tell sagas, sing battle songs, and give inspiring
speeches. At the end of the long rest choose up to 5
creatures that can hear and understand you (which can
include yourself) to add your Charisma modifier
(minimum of +1) to their next Initiative check, and a 10
foot bonus to their speed on their first turn of combat.

WAR CHANT
Warchief Approach: 14th level

You have memorized the litanies, songs, and chants of


your people and their dedication to war. When you
enter a rage on your turn, you can enter a
commanding rage for one minute. When you do so,
during this turn and at the start of each of your turns,
you have a number of special reactions equal to your
proficiency bonus you can only use for your
Commanding Rage feature. When you use
Commanding Rage with these special reactions, they
do not count against your uses of that feature. You can
only use one reaction per turn. Additionally, during this
rage, when an enemy within 10 feet of you makes an
attack roll against an ally, you can use your reaction to
reduce the attack by an amount equal to your
Charisma modifier.
Once you've used this feature, you must complete a
long rest before you can use it again.

EXPANDED CONTENT | ARCHETYPES | BERSERKER 13


WAY OF CONFLUENCE
The Force binds us, creating an intangible bridge INTERCONNECTEDNESS
connecting all living things. Those consulars who follow Way of Confluence: 14th and 17th 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

You can use your powerful connection to the

Force to keep fighting when others would fall.

When you are reduced to 0 hit

points but not killed outright,

you can spend 5 force points to

drop to 1 hit point instead.

EXPANDED CONTENT | ARCHETYPES | CONSULAR


WAY OF ENDURANCE
The Force manifests in myriad ways; while some use UNRELENTING RESILIENCE
the Force to manipulate the world around them, others Way of Endurance: 14th level

use it to enhance themselves. Those consulars who


When you use your Boundless Vitality feature while
follow the Way of Endurance channel the Force to
concentrating on a force power, you can add the result
allow them to overcome and reflect the most grievous of the roll to the Constitution saving throw made to
of injuries.
maintain concentration.
UPHELD BY THE FORCE Additionally, when you are reduced to 0 hit points
but not killed outright while Upheld by the Force is
Way of Endurance: 3rd level
active, you can drop to 1 hit point instead. You can't
The Force flowing through your body strengthens you, use this feature again until you finish a long rest.
granting the following benefits:
THE FORCE UNLEASHED
Your hit point maximum increases by 3, and it
increases by 1 again whenever you gain a level in this Way of Endurance: 18th 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,

  13th, and 17th level

You learn to turn an opponent's

aggression back on them. When

you deal damage with a force power

or a melee weapon attack, if you took

damage since the start of your last turn,

you deal an extra 1d6 damage. The damage

is the same type as the power or weapon's

damage.
This die increases when you reach certain levels

in this class: to 1d8 at 9th level, to 1d10 at 13th level,


and to 1d12 at 17th level.

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.

EXPANDED CONTENT | ARCHETYPES | CONSULAR


WAY OF MANIPULATION
The power of the Force is both vast and diverse, with GUARDING WEAPON
uses varying drastically based on their wielder. Those Way of Manipulation: 10th level

consulars who follow the Way of Manipulation learn to


You can direct your animated weapons to absorb
control their weapons with the Force, maneuvering
damage while your Saber Storm is activate. When you
them across the battlefield. take damage, you can use your reaction to expend a
SABER STORM number of force points up to your proficiency bonus to
have your animated weapon intercept it, and reduce
Way of Manipulation: 3rd, 5th, 11th, and 17th level
that damage to you by an amount equal to five times
You learn to deftly control your weapons utilizing the the number of points spent.
Force. As an action, you can initiate your Saber Storm.
When you do so, select a light- or vibro-weapon within ISOLATE
5 feet that is not worn or carried by a conscious
Way of Manipulation: 14th 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).

This feature can animate more than one weapon


when you reach higher levels: two weapons

at 5th level, three weapons at 11th level,

and four weapons at 17th level. When

you use your action to attack with your

weapons, you can direct them at the

same target or at different ones. Make a

separate attack roll for each weapon.


At 5th level, the distance your weapon can travel
increases to 20 feet. This distance increases to 30 feet
at 11th level, and 40 feet at 17th level.
You can use this feature twice. You regain all
expended uses of it when you finish a short or long
rest.

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.

EXPANDED CONTENT | ARCHETYPES | CONSULAR


WAY OF NEGATION
Some force users seek mastery over the fundamentals   Once per turn, when you deal damage to a creature
of energy manipulation, known as tutaminis. Those or object with a force power, you can spend one power
consulars who follow the Way of Negation harness this surge to deal extra damage to that target. The extra
power to limit the havoc that other force-wielders damage is of the same type as the power's damage,
might wreak. and it equals half your consular level.
Whenever you finish a long rest, your number of
FORCE DEFLECTION power surges resets to one. If you end a short rest with
Way of Negation: 3rd, 5th, 9th, 13th, and 17th level
no power surges, you gain one power surge.
When you fail a saving throw, you can use your
reaction to gain a bonus to that saving throw equal to ENDURING FOCUS
your Wisdom or Charisma modifier (your choice, Way of Negation: 10th level

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

You learn to simultaneously limit a creature's force CONFLUX


powers and store that power within yourself to later Way of Negation: 14th 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.

EXPANDED CONTENT | ARCHETYPES | CONSULAR


WAY OF THE SEER
The Force guides us in innumerable ways, often VISIONS OF THE PAST
manifesting as visions. Those consulars who follow the Way of the Seer: 10th level

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

The visions in your dreams intensify and paint a more

      accurate picture in your mind of what is to come.

      You roll three d20s for your Force Visions


feature, rather than two.

EXPANDED CONTENT | ARCHETYPES | CONSULAR


WAY OF TECHNOLOGY
While many Forcewielders eschew the use of FORCE CIRCUITRY
technology, other choose to embrace it. Those Way of Technology: 14th 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

You've learned to mimic technological effects. Choose


two tech powers of 1st level. The chosen powers count
as universal force powers for you, but are not included
in the number in the Powers Known column of the
consular table.
At 7th level, you learn two additional tech powers of
1st or 2nd level. At 13th level, you learn two tech
powers of 1st-3rd level, and at 17th level, you learn two
tech powers of 1st-4th level. Whenever you gain a level
in this class, you can choose one of the tech powers
you know and replace it with another tech power of
the same level.

IONIZED WEAVE
Way of Technology: 10th level

When you cast a damage-dealing force power that


requires a force attack or saving throw, you can spend
force points to cause that power to instead deal ion
damage. The number of force points equals half the
power's level (round down, minimum of one). If the
power would call for a saving throw other than
Dexterity, it instead calls for a Dexterity saving

throw.

EXPANDED CONTENT | ARCHETYPES | CONSULAR


WAY OF TELEKINETICS
The consular knows how to manipulate the essence of   Additionally, when you use your action to cast a force
the surrounding elements with the power of the Force. power, you can use a bonus action to fly up to 10 feet
Those consulars who follow the Way of Telekinetics without provoking opportunity attacks.
create torrential gusts of telekinetic energy, forming a
potent combination that can pummel even the REPULSING WAVE
toughest adversaries into submission. Way of Telekinetics: 14th and 17th level

When you are dealt damage by a creature within 5 feet


STAGGERING STRATAGEM of you, you can use your reaction to deal force damage
Way of Telekinetics: 3rd level
to the creature equal to your consular level + your
Your potency with the telekinetic power of the Force Wisdom or Charisma modifier (your choice, minimum
heightens. You can manipulate creatures of Large size of +1). If the attacker is Huge or smaller, it must also
or smaller with your force powers and Way of make a Strength saving throw against your universal
Telekinetics features. Additionally, once per turn, when force save DC. On a failed save, the attacker is pushed
you deal force or kinetic damage to a Large or smaller in a straight line up to 20 feet away from you.
creature with a force power or class feature, you can You can use this feature five times. You gain an
choose to either push it up to 10 feet away from you or additional use at 17th level. You regain all expended
pull it up to 10 feet closer to you. uses when you finish a short or long rest.

MIGHTY BLAST MY ALLY IS THE FORCE


Way of Telekinetics: 6th, 11th, and 17th level
Way of Telekinetics: 18th level

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

level and three creatures at 17th level.

SIZE MATTERS NOT


Way of Telekinetics: 10th level

You can manipulate creatures of Huge size or

smaller with your force powers and Way of

Telekinetics features.

EXPANDED CONTENT | ARCHETYPES | CONSULAR


WAY OF TUTELAGE
With the Force, knowledge is most often passed from a YOU HAVE THAT POWER TOO
master to an apprentice. Those consulars who follow Way of Tutelage: 10th, 11th, and 17th level

the Way of Tutelage know the strength of working


The bond between you and your companion has
together exceeds that of working alone.
strengthened. When your companion is within 10 feet
BONUS PROFICIENCIES of you, and either you or your companion casts a force
power that would affect only one of you, you can
Way of Tutelage: 3rd level
instead have it affect both.
You gain proficiency in your choice of Intimidation or At 11th level, your companion must be within 30 feet
Persuasion. of you to benefit from this feature. At 17th level, your
companion must be within 60 feet.
HUMANOID COMPANION
Way of Tutelage: 3rd level
GOT YOUR BACK
You've taken an apprentice, gaining the services of Way of Tutelage: 14th and 17th level

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

Way of Tutelage: 6th level


                   companion is incapacitated or dies.

When you cast a power that affects only


                   Once your companion has used

your companion, you can choose to treat


                      this feature, it can't use it again

the power as if cast at your Max Power


                        until it finishes a long rest.
Level.
You can use this feature a number of

times equal to your proficiency bonus, as shown in the


consular table. You regain all

expended uses when you finish a

long rest.

EXPANDED CONTENT | CONSULAR


ARTIFICER ENGINEERING
Those engineers who choose the Artificer Engineering FORCE RESONANCE
discipline focus on building and modifying lightsabers, Artificer Engineering: 3rd level

while tapping into the latent presence of the Force in


Once per round, when you hit a creature with your
these lightsaber crystals.
modified lightsaber, you can expend one use of your
BONUS PROFICIENCIES Potent Aptitude to deal an extra 2d6 damage to that
target. The damage is the same type as your modified
Artificer Engineering: 3rd level
lightsaber's damage.
You gain proficiency in artificer's implements, and with The damage increases when you reach certain levels
the lightsaber simple lightweapon. Additionally, when in this class, increasing to 3d6 at 5th level, 5d6 at 11th
you engage in crafting with artificer's implements, the level, and 8d6 at 17th level.
rate at which you craft doubles.
FORCECASTING SECRETS
MODIFIED LIGHTSABER
Artificer Engineering: 6th, 7th, 13th, and 17th level

Artificer Engineering: 3rd and 9th level


Your study of kyber crystals has awakened a latent
You learn to modify an unenhanced lightsaber utilizing force sensitivity. Choose two force powers of 1st level.
your artificer knowledge. Over the course of a long The chosen powers count as tech powers for you, but
rest, you can modify your lightsaber. You must have are not included in the number in the Powers Known
the lightsaber and artificer's implements in order to column of the engineer table.
perform this modification. At 7th level, you learn two additional force powers of
Your modified lightsaber is enhanced, requires 1st or 2nd level. At 13th level, you learn two force
attunement, can only be used by you, and counts as a powers of 1st-3rd level, and at 17th level, you learn two
tech focus for your tech powers while you are attuned force powers of 1st-4th level. Whenever you gain a
to it. Your modified lightsaber has 4 modification slots, level in this class, you can choose one of the force
and it gains more at higher levels, as shown in the powers you know and replace it with another force
Modification Slots column of the engineer table. For power of the same level.
each modification installed in excess of your
proficiency bonus, your tech point maximum is DISRUPTIVE RESONANCE
reduced by 1. Over the course of a long rest, you can
Artificer Engineering: 14th level

install, replace, or remove a number of modifications


When you hit a creature that is concentrating on a
up to your Intelligence modifier (minimum of one).
power with your modified lightsaber, the creature has
Some modification effects require saving throws. disadvantage on the Constitution saving throw to
When you use such an effect from this class, the DC
maintain concentration. Additionally, on a failed save,
equals your tech save DC.
the creature immediately takes psychic damage equal
At 9th level, you can maintain two different modified to your engineer level + your Intelligence modifier.
lightsabers. The total modification slots are split across
the two items. RESONATING RECOVERY
Artificer Engineering: 18th level

Once per turn, when you reduce a hostile creature to 0


hit points, you regain a use of your Potent Aptitude.
Your number of Potent Aptitude uses can not exceed
your Intelligence modifier.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


ARTIFICER MODIFICATIONS
If a modification has prerequisites, you must meet BARRIER
them to install it. You can install the modification at the Prerequisite: 5th level

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

Prerequisite: 5th level


You gain a +1 bonus to attack rolls made with this
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3
weapon. This bonus increases to +2 at 9th level and +3 at 13th level.
at 13th level.
BIOMETRIC SAFETY MEASURES
ADVANCED BLASTSABER A security system is installed into the hilt of your
Prerequisite: 15th level, Prototype Blastsaber
lightweapon. When a creature other than you attempts
You further fine tune your blastsaber. As an action, you to activate your lightweapon, the activation fails.
can disable a single electronic device not being worn or Additionally, the creature attempting to activate must
held by another creature within 5 feet of you. The make on a Constitution saving throw or take lightning
device is then disabled until it is rebooted. damage equal to engineer level, and become shocked
Additionally, when you activate this conversion to until the start of its next turn. On a successful save the
alter the properties of your lightweapon, you create a creature takes half damage and is not shocked.
projected barrier of ion energy in a 10-foot-radius Regardless of success or failure, the creature drops
sphere around you until the start of your next turn. your modified lightsaber.
Hostile creatures treat this area as difficult terrain.
When a hostile creature enters the shielded area or BLASTSABER CONVERSION
starts its turn there, that creature takes 3d4 ion Incompatible with other conversions

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.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


COMFORTABLE HANDLE PROTOTYPE BLASTSABER
You make minor modifications to the ergonomics of Prerequisite: 7th level, Blastsaber Conversion

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

Your modified lightsaber's critical hit range increases


by 1.

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.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


ASTROTECH ENGINEERING
Those engineers who choose the Astrotech make each round equal to your Intelligence modifier
Engineering discipline focus on utilizing their vast (minimum of +1).
knowledge of droid technology to confuse, confound,
and destroy enemy tech, droids and constructs. POTENT ELECTROMAGNETISM
Astrotech Engineering: 3rd level

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

You learn to modify your astrotech's implements into a DIRECT CONTROLLER


mobile electronic warfare platform. Over the course of Astrotech Engineering: 6th, 9th, 13th, 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.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


ASTROTECH MODIFICATIONS
If a modification has prerequisites, you must meet FADECASTING CONTROLLER
them to install it. You can install the modification at the Prerequisite: 5th level

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

You have advantage on saving throws against ion


While your jamming field is active, any hostile creature
damage.
within the field must make a Constitution saving throw
at the end of each of its turns to maintain INTELLIGENCE CORE OVERRIDE
concentration on the power. Prerequisite: 9th level

You can cast the override interface tech power at 5th


ADVANCED IONIZING PHASED ARRAY
level without spending tech points.
Prerequisite: 15th level, Prototype Pulsating Phased

Once you've used this feature, you must complete a


  Array

long rest before you can use it again.


While your ionizing field is active, your tech powers and
class features ignore resistance to ion damage, and IONIZING PHASED ARRAY
immunity to ion damage is instead treated as Prerequisite: 5th level

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

attack deals 1d6 ion damage on a hit.


  Array

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.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


PROTOTYPE TRANSMITTER STEALTH FIELD GENERATOR
Prerequisite: 7th level
Prerequisite: 7th level

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

Prerequisite: 7th level, Ionizing Phased Array


You modify your electronic warfare platform with a
While your ionizing field is active, when you cast a tech toggle allowing you to briefly gain enhanced sight. As a
power or use a class feature that affects other bonus action, you can activate the truesight feature of
creatures within the radius of your field, you can your electronic warfare platform. When toggled on, for
choose a number of them equal to 1 + the power's the next minute your electronic warfare platform now
level. The chosen creatures automatically succeed on automatically dispel illusions and can detect invisibility,
their saving throws against the power, and they take as with truesight.
no damage if they would normally take half damage on Once you've used this feature, you must complete a
a successful save. short or long rest before you can use it again.
Additionally, when you use your Ionizing Phased
Array feature, you create a third blast. WITHERCASTING CONTROLLER
Prerequisite: 5th level

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

You tweak your sensors to find weak points in thick


REDUNDANT CIRCUITS armor. Your weapon attacks and tech powers deal
Prerequisite: 15th level
double damage against constructs.
You can have two fields active at a time.
RENDCASTING CONTROLLER
Prerequisite: 5th level

You gain a +1 bonus to the tech save DC of powers you


cast that requires a Dexterity or Intelligence saving
throw. This bonus increases to +2 at 9th level and +3 at
13th level.
SENSOR SCRAMBLERS
Prerequisite: 5th level

All creatures within 10 feet of you become


undetectable to electronic sensors and cameras for the
next 10 minutes. Anything these creatures are wearing
or carrying is also undetectable, so long as it's on the
creature's person. The creatures are still visible to
regular vision.
Once you've used this feature, you must complete a
long rest before you can use it again.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


ASTROTECH ENGINEERING (COMPANION)
Those engineers who choose the Astrotech POTENT INTEGRATION
Engineering discipline focus on crafting and upgrading
their droid companions. Astrotech Engineering: 3rd level

When your droid makes an attack roll, you can use


BONUS PROFICIENCIES your reaction to expend one use of your Potent
Aptitude to give it a boost. Roll the die and add it to
Astrotech Engineering: 3rd level

both the attack and damage rolls, if the attack hits.


You gain proficiency in astrotech's implements.
Additionally, when you engage in crafting with DIRECT CONTROLLER
astrotech's implements, the rate at which you craft
doubles. Astrotech Engineering: 6th, 9th, 13th, and 17th level

Your mastery of droids improves your ability to


DROID COMPANION manipulate them. When you cast a power that could
affect only droids or constructs, and you only affect
Astrotech Engineering: 3rd, 11th, and 17th level

droids with the power, you can choose to treat the


You employ all the knowledge you've accumulated to
power as if cast at your Max Power Level.
create and bond with your own droid companion.
You can use this feature three times. You gain an
Create your droid companion as detailed in the
additional use at 9th, 13th, and 17th level. You regain
Companions section of the Customization Options
all expended uses when you complete a long rest.
document for Expanded Content. You must have
astrotech's implements in order to create your droid. COORDINATED ATTACK
In addition to its traits and features, your droid
companion gains additional benefits while it is bonded Astrotech Engineering: 14th 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

While your droid can see you, it has advantage on all


Lastly, while bonded and within 10 feet of you, when saving throws.
you would use your action to cast a 1st-level tech
power, you can instead have your droid companion
cast it. You still expend tech points as normal, and if
the power requires concentration, it still uses your
concentration. Your droid companion must use its
action, and it uses its tech attack modifier and tech
save DC instead of your own. At 5th level, your droid
can cast 2nd-level tech powers in this way. This
increases to 3rd-level powers at 9th level, 4th-level
powers at 13th level, and 5th-level powers at 17th
level. When you cast a power, you consume a number
of uses of this feature equal to that power's level.
At 11th level, your droid companion must be within
30 feet of you to benefit from this feature. At 17th
level, your droid companion must be within 60 feet.
You can use this feature four times, and you gain
more uses at higher levels, as shown in the
Modification Slots column of the engineer table. Each
time you use this feature in excess of your proficiency
bonus, your tech point maximum is reduced by 1 until
you complete a long rest. You regain all expended uses
when you complete a long rest.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


AUDIOTECH ENGINEERING
Those engineers who choose the Audiotech SONG OF BATTLE
Engineering discipline focus on using a specially When an ally within 60 feet of you that can hear you
modified instrument to use music to assist their allies deals damage to a creature, you can use your reaction
and disrupt their enemies. to expend one use of your Potent Aptitude, adding the
result of the die to the damage dealt.
BONUS PROFICIENCIES
SONG OF SUPPORT
Audiotech Engineering: 3rd level

When an ally within 60 feet of you that can hear you


You gain proficiency in three musical instruments and
makes a saving throw against a harmful effect, you can
audiotech's implements. Additionally, when you
use your reaction to expend one use of your Potent
engage in crafting with audiotech’s implements, the
Aptitude, adding the result of the die to their saving
rate at which you craft doubles.
throw.
MODIFIED INSTRUMENT SONG OF DISRUPTION
Audiotech Engineering: 3rd level
When an enemy within 60 feet of you that can hear you
You learn to modify an instrument utilizing your makes a saving throw, you can use your reaction to
audiotech knowledge. Over the course of a long rest, expend one use of your Potent Aptitude, subtracting
you can modify an instrument. You must have the the result of the die from their saving throw.
instrument and audiotech's implements in order to
perform this modification. CONCUSSIVE BLAST
Your modified instrument is enhanced, requires Audiotech Engineering: 6th 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

equals your tech save DC.


You've gained mastery over your modified instrument.
POTENT AMPLITUDE As an action, you can end your enhanced song in a
triumphant blast of power with an effect determined
Audiotech Engineering: 3rd level
by the song you are playing.
As an action while wielding your modified instrument, Once you've used this feature, you must complete a
you can begin performing an enhanced song, which long rest before you can use it again.
lasts for 1 minute. While playing a song, you gain
access to a new use for your Potent Aptitude, as BATTLE CRESCENDO
determined by the song, listed below. You can end Choose up to 10 creatures of your choice that you can
your song at any time, no action required. see and that can hear your song. Each must make a
Whenever you take damage while playing your song, Constitution saving throw. On a failed save, a target
you must make a Constitution saving throw to continue takes 14d6 sonic damage and is stunned for 1d4+1
playing. The DC equals 10 or half the damage you take, turns. On a success, it takes half damage and isn't
which number is higher. If you take damage from stunned. If a creature is killed by this power, its head
multiple sources, you must make a separate saving explodes.
throw for each source of damage.
When you cast a damage dealing tech power while SUPPORT CRESCENDO
playing your song that requires an attack roll or saving Choose up to 10 creatures of your choice that you can
throw, you can cause that power to instead deal sonic see and that can hear your song. Once in the next
damage. If you do so, instead of an attack roll or saving minute, each creature can, as a free action in response
throw, the power instead requires a Constitution to taking damage, choose to halve that damage.
saving throw. Additionally, if the damage would reduce them to 0 hit
Your song ends early if you are incapacitated
points, they are instead reduced to 1.
or die, or if you are no longer holding
DISRUPTION CRESCENDO
your modified instrument. Choose up to 10 creatures of your choice that you can
You can initiate playing an enhanced
see and that can hear your song. Each creature must
song twice. You regain all expended
succeed on a Constitution saving throw or be paralyzed
songs when you finish a short or
for 1d4+1 turns. If a creature affected by this feature is
long rest. damaged in any way, the effect ends for that creature.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


AUDIOTECH MODIFICATIONS
If a modification has prerequisites, you must meet ENTHRALLING PERFORMANCE
them to install it. You can install the modification at the Prerequisite: 13th level, Hypnotic Melody

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

not aware that you attempted to influence them, nor


While playing your Song of Battle, as an action, you can
are creatures that failed their saving throw once the
send forth busts of directed sonic energy, make two
power ends.
ranged power attacks. These attacks can target the
Once you've used this feature, you can't use it again
same creature different ones. Make separate attack
until you finish a short or long rest.
rolls for each burst. The attack has a range equal to the
radius of your song, and deals 1d8 sonic damage on a INAUDIBLE CASTING
hit. Prerequisite: 7th level, Simple Melodies

When you cast a tech power or make use of a feature


DISRUPTION SONG ENHANCEMENT
that requires playing your modified instrument, you
Prerequisite: 5th level

can choose to do so quietly. Creatures have


While playing your Song of Disruption, as an action,
disadvantage on Intelligence (Investigation) and
you can choose a number of creatures concentrating
Wisdom (Perception) checks that rely on sound to
on a power equal to your Intelligence modifier (a
determine you cast a tech power.
minimum of one) within range of your song that can
hear you, and force them to make a Concentration LONG RANGE NOISE
saving throw. If you cause at least one creature to lose Prerequisite: 13th 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

While using your instrument as a tech focus, you gain a


+1 bonus to tech attack rolls. This bonus increases to
+2 at 9th level and +3 at 13th level.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


OVERWHELMING SOUNDWAVES RUSH
Prerequisite: 15th level
While you are playing an enhanced song, your speed
While playing, creatures of your choice treat a 15-foot- increases by 10 feet, and opportunity attacks made
radius sphere around you as difficult terrain. against you have disadvantage.
Additionally, as an action, you can cause each affected
creature to make a Constitution saving throw, taking SHARP NOISE
3d8 sonic damage on a failed save. As an action while wielding your modified instrument,
choose a creature you can see. If it can hear you, it
PROTOTYPE BATTLE ENHANCEMENT must succeed on a Constitution saving throw or take
Prerequisite: 9th level, Battle Song Enhancement
1d4 sonic damage and have disadvantage on its next
While playing your Song of Battle, when you cast a tech attack roll before the end of its next turn.
power or use a class feature that affects other This feature's damage increases by 1d4 when you
creatures within the radius of your song, you can reach 5th level (2d4), 11th level (3d4), and 17th level
choose a number of them equal to 1 + the power's (4d4).
level. The chosen creatures automatically succeed on
their saving throws against the power, and they take SHOCK MOUNT
no damage if they would normally take half damage on 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.

PROTOTYPE DISRUPTION ENHANCEMENT SIMPLE MELODIES


Prerequisite: 9th level, Disruption Song Enhancement
When you are holding your modified instrument, and
While playing your Song of Disruption, when a creature not actively playing a song, any tech power that you
you can see that can hear you attempts to cast a could cast that could have its damage type altered by
power, you can use your reaction to cast the tech your Potent Amplitude feature can be cast as if used
override power at 3rd level. When you cast this power with Potent Amplitude.
using this feature, the power works against both tech You can use this feature twice. You gain an additional
and force powers, and when you make the techcasting use at 5th, 9th, 13th, and 17th level. You regain all
ability check as a part of this casting, you your expended uses when you complete a short or long
proficiency bonus to the check. rest.
Once you've used this feature, you must complete a
SONAR PULSE
short or long rest before you can use it again. As an action while wielding your modified instrument,
PROTOTYPE SUPPORT ENHANCEMENT you can release a wave of sound that provides
Prerequisite: 9th level, Support Song Enhancement
feedback on your surroundings. For the next minute,
While playing your Song of Support, when you use your you have advantage on Wisdom (Perception) and
Song of Support's Potent Amplitude feature, the target Intelligence (Investigation) checks to search for hidden
instead takes no damage if they succeed on the saving doors, traps, or invisible creatures.
throw, and only half damage if they fail. Once you've used this feature, you can't use it again
until you finish a short or long rest.
RESTFUL MELODY
Over the course of a short rest, you can play a SONG FLOW
rejuvenating song to assist in the recovery of your Prerequisite: 11th 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.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


BIOCHEM ENGINEERING
Those engineers who choose the Biochem Engineering NOXIOUS MIXTURE
discipline focus on utilizing their vast knowledge of Your distributor emits a cloud of poison. The target
medicine and chemistry to supply allies with potent must make a Constitution saving throw. On a failed
healing and enemies with debilitating poisons and save, a creature takes 1d6 + your Intelligence modifier
acids. poison damage. This mixture's damage increases by
1d6 when you reach 5th level (2d6), 11th level (3d6),
BONUS PROFICIENCIES and 17th level (4d6).
Biochem Engineering: 3rd level

You gain proficiency in the Medicine skill, biochemist's BIOCHEMIST'S TOUCH


kits, and poisoner's kits. Additionally, when you engage Biochem Engineering: 3rd level

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

Your distributor emits a burst of acid.


immunity as resistance.
The target must make a Dexterity sav-

ing throw. On a failed save, a creature

takes 1d6 + your Intelligence modifier acid

damage. This mixture's damage increases by

1d6 when you reach 5th level (2d6), 11th level

(3d6), and 17th level (4d6).


INVIGORATING MIXTURE
Your distributor emits a bolt of kolto. The target

gains 1d6 + your Intelligence modifier temporary

hit points, which last until the end of your next

turn. The temporary hit points granted by this

mixture increases by 1d6 when you reach 5th level


(2d6), 11th level (3d6), and 17th level (4d6).

EXPANDED CONTENT | ARCHETYPES | ENGINEER


BIOCHEM MODIFICATIONS
If a modification has prerequisites, you must meet regain all expended uses when you complete a short or
them to install it. You can install the modification at the long rest.
same time that you meet its prerequisites.
EXPANDED CHEMICALS: COMBUSTIBLES
BIOCHEMIST'S AMPLIFER Prerequisite: 5th level

Prerequisite: 5th level


You add additional chemicals to your modified
While using your biochemist's pack as a tech focus, you biochemist's pack. When you deal fire damage with a
gain a +1 bonus to tech attack rolls. This bonus tech power or class feature, you can use your
increases to +2 at 9th level and +3 at 13th level. Biochemist's Touch and Potent Mixture features.
Additionally, when a creature fails their Dexterity
BIOCHEMIST'S INHIBITOR saving throw against your Corrosive Mixtures feature,
Prerequisite: 5th level
you can choose to instead deal fire damage. If you do
While using your biochemist's pack as a tech focus, you so, each creature within 5 feet of the target takes fire
gain a +1 bonus to your tech save DC. This bonus damage equal to your Intelligence modifier. You can
increases to +2 at 9th level and +3 at 13th level. use this feature three times. You gain an additional use
at 9th, 13th, and 17th level. You regain all expended
CHEMICAL COUNTERAGENTS
uses when you complete a short or long rest.
You may choose one type of damage that benefits
from your Biochemist's Touch and Potent Mixtures EXPANDED CHEMICALS: CRYOGENICS
features. While wearing your modified biochemist's Prerequisite: 5th level

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

You add additional chemicals to your modified


DETACHABLE DISTRIBUTION SYSTEM
biochemist's pack. When you restore hit points with a
You upgrade your distributor with a secondary,
tech power or class feature, you can use your
detachable distributor. As a bonus action, you can
Biochemist's Touch and Potent Mixture features.
throw your detachable distributor at a point within
Additionally, when you use your Invigorating Mixture
range. Your detachable distributor has a range equal to
to grant temporary hit points to a creature, you can
30 feet + your Strength modifier x 5. Your detachable
choose to restore that many hit points to the same
distributor works for 1 minute before coming inert.
creature. You can use this feature three times. You gain
Once it does so, you can't use it again until you recover
an additional use at 9th, 13th, and 17th level. You
it as an action.
regain all expended uses when you complete a short or
Additionally, while your detachable distributor is
long rest.
within 100 feet of you, when you use your action to
activate your distributor, you can choose to affect each EXPANDED MIXTURES: ADHESIVE
creature within 5 feet of your detachable distributor. You've created a new mixture from your chemicals that
You can use this feature twice. You gain an additional you can use when you activate your distributor. When
use at 5th, 9th, 13th, and 17th level. You regain all you do so, the target creature must make a Strength
expended uses when you complete a short or long saving throw. If the creature is Large or larger, it has
rest. advantage on the saving throw. On a failed save, a
creature gains 4 slowed levels until the start of your
DRONE DISTRIBUTION SYSTEM
next turn. As an action on their turn, an affected
You upgrade your distributor, interfacing it with the
creature can repeat this saving throw, ending the effect
target of your tracker droid interface power. When you
on a success.
use your action to activate your distributor, while your
tracker droid is within 100 feet of you, you can choose EXPANDED MIXTURES: BLINDING
to have your tracker droid deliver the mixture. Your You've created a new mixture from your chemicals that
tracker droid must use its reaction to deliver the you can use when you activate your distributor. When
mixture. you do so, the target creature must make a
You can use this feature twice. You gain an additional Constitution saving throw. On a failed save, a creature
use at 5th, 9th, 13th, and 17th level. You

EXPANDED CONTENT | ARCHETYPES | ENGINEER


is blinded until the start of your next turn. you can choose to increase the range to 60 feet.
You can use this feature twice. You gain an additional
EXPANDED MIXTURES: HALLUCINOGENIC use at 5th, 9th, 13th, and 17th level. You regain all
You've created a new mixture from your chemicals that expended uses when you complete a short or long
you can use when you activate your distributor. When rest.
you do so, the target creature must make an
Intelligence saving throw. On a failed save, the target LUMINOUS GEL
loses the ability to distinguish friend from foe, You've added a light-emitting gel to your modified
regarding all creatures it can see as enemies until the biochemist's pack. As an action, you can coat an item,
end of your next turn. Each time the target takes object, or location up to 5-foot-square with this gel.
damage, it can repeat the saving throw, ending the When you do so, the gel sheds bright light in a 10-foot
effect on itself on a success. radius and dim light for an additional 10 feet. The gel
Whenever the affected creature chooses another lasts for 1 hour before losing its potency. You can end
creature as a target, it must choose the target at this effect as a bonus action.
random from among the creatures it can see within
range of the attack, power, or other ability it's using. If OIL SPILL
an enemy provokes an opportunity attack from the As an action, you can cast the oil slick tech power
affected creature, the creature must make that attack without expending tech points. Casting the power in
if it is able to. this way does not require concentration, and the oil
This feature has no effect on droids or constructs. will remain in place for the full duration of the power.
Once you've used this feature, you must complete a
EXPLOSIVE DISTRIBUTION SYSTEM short or long rest before you can use it again.
You upgrade your distributor, granting it the ability to
create a volley. When you use your action to activate PERSISTENT CHEMICALS
your distributor, you can choose to affect each Prerequisite: 7th 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,

EXPANDED CONTENT | ARCHETYPES | ENGINEER


BIOTECH ENGINEERING
Those engineers who choose the Biotech Engineering FOCUSED AUGMENTATION
discipline focus on the skill of modifying and upgrading Biotech Engineering: 18th level

the body through the use of cybernetic limbs and


You add your Intelligence modifier to Constitution
implants.
saving throws you make to maintain concentration.
BONUS PROFICIENCIES Additionally, when you cast a power that requires
concentration and would affect only one target, you
Biotech Engineering: 3rd level
can target an additional creature with that power.
You gain proficiency in biotech's implements.
Additionally, when you engage in crafting with
biotech's implements, the rate at which you craft
doubles.

MODIFIED SELF
Biotech Engineering: 3rd level

You've learned to make modifications to your body,


cybernetically augmenting yourself. Over the course of
a long rest, you can modify yourself with cybernetic
augmentations. You must have biotech's implements
in order to perform this modification.
While you have at least one cybernetic augmentation
installed, your body counts as a tech focus for your
tech powers. Additionally, you have 4 modification
slots, and you gain more at higher levels, as shown in
the Modification Slots column of the engineer table.
For each modification installed in excess of your
proficiency bonus, your tech point maximum is
reduced by 1. Over the course of a long rest, you can
install, replace, or remove a number of modifications
up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws.
When you use such an effect from this class, the DC
equals your tech save DC.

QUICK-RELEASE STIMULANT
Biotech Engineering: 3rd level

When you are dealt damage by an attack while you


have at least one cybernetic augmentation installed,
you can use your reaction and expend one use of your
Potent Aptitude to reduce the damage you take. The
damage is reduced by an amount equal to 1d10 + your
Constitution modifier + your engineer level. If you
reduce the damage to 0, you can gain temporary hit
points equal to the remaining damage reduction.

OVERCLOCK BODY
Biotech Engineering: 6th level

You've learned to use your body as a conduit for your


tech powers. When you cast a tech power, you can
choose to pay up to half the cost of the tech power
using your hit points instead of your tech points. When
you do so, your maximum hit points are reduced by
the same amount until you complete a long rest.

MORE MACHINE THAN MAN


Biotech Engineering: 14th level

While you have temporary hit points, when you are


subjected to an effect that allows you to make a saving
throw to take only half damage, you instead take no
damage if you succeed on a saving throw, and only half
damage if you fail.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


BIOTECH MODIFICATIONS
If a modification has prerequisites, you must meet   As an action, you can attach or detach this hand.
them to install it. You can install the modification at the While detached, the hand has a speed of 15 feet, an AC
same time that you meet its prerequisites. of 10, and 1 hit point. If it dies, you can't use it again
until you complete a long rest. As an action on each of
ACTIVE CAMOUFLAGE CORE your turns, you can control the hand as long as it is
Prerequisite: 13th level
within 30 feet of you. You can use the hand to
As an action, you can activate this augmentation to cast manipulate an object, open an unlocked door or
the infiltrate tech power targeting yourself. Intelligence container, stow or retrieve an item from an open
is your tech casting ability for this power, and if you container, or pour the contents out of a container. You
cast it using this augmentation, it does not require can move the hand up to its speed each time you use
concentration. it.
You can choose this modification multiple times.
ANTI-DAZZLE OCULAR IMPLANT
This augmentation replaces your eyes. FADECASTING INHIBITOR
You are immune to the blinded condition, and you Prerequisite: 5th 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

While removed, the eye sprouts eight small legs, has a


When you aren't wearing armor, your AC becomes 13 +
speed of 15 feet, an AC of 10, and 1 hit point. If it dies,
your Dexterity modifier.
you can't use it again until you complete a long rest. As
an action on each of your turns, you can move the eye IRIDONIAN GRAV-LEV HAND
up to its speed as long as it is within 30 feet of you. You This augmentation replaces a hand.
can see through both the detached eye and your Your unarmed strikes with this arm deal 1d4 ion
remaining eye at the same time, or you can use your damage, and your carrying capacity and the weight you
action to see through only one eye or the other. can push, drag, or lift doubles. Additionally, you deal
You can choose this modification multiple times. double damage to energy-based structures with your
unarmed strikes.
DETACHABLE HAND
You can choose this modification multiple times.
This augmentation replaces a hand.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


MAGNETIC FOREARM ENHANCEMENT
This augmentation replaces a forearm. can activate one of the below modes that enable you
Unarmed strikes with this hand have the reach to use several of these tools at once. Activating a
property. different mode deactivates any currently active mode.
You can choose this modification multiple times.
Communications Mode: This communications suite
MIGHTY PROWESS ENABLER includes a headcomm with a scrambler that
Prerequisite: 5th level, Brawny Arm Prothesis
automatically encodes messages sent to a specified
The Strength score of your Brawny Arm Prosthesis recipient commlink or receiver. While this mode is
increases by 2. Additionally, you are considered active, you cannot be deafened.
proficient with any weapon you wield with this arm. If Interceptor Mode: This is a jamming and electronic
the weapon requires two hands to use, and you are warfare suite that includes a comm jammer, a
not already proficient with it, you only add half your holotrace device and pocket scrambler.
proficiency bonus to attack rolls you make with it, Respirator Mode: This includes a basic respirator that
unless you wield it with two of these arms. grants advantage on saving throws made to avoid
You can choose this modification multiple times, but being poisoned and resistance to poison damage.
only once per arm.
SWIFT GAIT ATTUNER
NIGHTHAWK OCULAR IMPLANT Prerequisite: 5th level, Celerity Leg Prothesis

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

Prerequisite: 9th level, Harpoon Hand


While using your body as a tech focus, you gain a +1
While your harpoon hand is deployed, when you cast a bonus to melee tech attack rolls. This bonus increases
tech power with a range of touch, your hand can to +2 at 9th level and +3 at 13th level.
deliver the power as if it had cast it.
VECTOR RANGEFINDER
RENDCASTING INHIBITOR Prerequisite: 5th level

Prerequisite: 5th level


While using your body as a tech focus, you gain a +1
While using your body as a tech focus, you gain a +1 bonus to ranged tech attack rolls. This bonus increases
bonus to the tech save DC of powers you cast that to +2 at 9th level and +3 at 13th level.
requires a Dexterity or Intelligence saving throw. This
bonus increases to +2 at 9th level and +3 at 13th level. VOICE SYNTHESIZER
Prerequisite: 5th level

SKILLS ENHANCEMENT PACKAGE This augmentation replaces your throat.


Prerequisite: 13th level
This augmentation allows you to synthesize and
When you make an ability check using a skill you are perfectly mimic any voice that you have heard in the
proficient in, you can roll a d4 and add the result to last month, and the synthesizer can translate verbal
your total. communications between up to 5 languages. The
languages can be changed out while interfaced with a
SOUND DAMPENERS protocol droid or appropriate computer. Additionally,
This augmentation replaces your ears. you can add your Intelligence modifier to any Charisma
You are immune to the deafened condition, and you (Deception) check made to lie to another creature.
can enable or disable your ability to hear anytime.
Additionally, your ears are equipped with a personal WEAPON INTEGRATION
translator that allows you to understand up to 15 This augmentation replaces a forearm.
different languages, however, you cannot speak them. You can integrate a single weapon that weighs no
The languages can be changed out while interfaced more than 8 lb. into your forearm. While integrated,
with a protocol droid or appropriate computer. you can use a bonus action to hide or reveal the
weapon, which can only be used while revealed. While
SURVEILLANCE IMPLANT hidden, the weapon has the hidden property. While
This augmentation replaces your face. revealed, the weapon has the fixed property.
This implant includes a headcomm with a scrambler You can choose this modification multiple times.
that automatically encodes messages sent to a
specified recipient commlink or receiver. WITHERCASTING INHIBITOR
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

EXPANDED CONTENT | ARCHETYPES | ENGINEER


CONSTRUCTION ENGINEERING
Those engineers who choose the Construction BRIDGE
Engineering discipline create portable, pre-built You deploy a bridge up to 30 feet long, 10 feet wide,
battlements that allow them to command the and 3 feet thick. The bridge starts from the point at
battlefield. which you deploy it, and extends in a direction of your
choice. When you dismantle your bridge, it retracts to
BONUS PROFICIENCIES the point at which you initially deployed it. Both ends
Construction Engineering: 3rd level
of the bridge must be supported in some fashion; one
You gain proficiency in constructor's implements. end cannot be suspended in the air or on unstable
Additionally, when you engage in crafting with terrain. The bridge can hold up to 1,000 lbs., any
constructor's implements, the rate at which you craft weight above which causes the bridge to instantly drop
doubles. to 0 hit points, destroying it. If a creature is on the
bridge when it is destroyed or dismantled, it must
PORTABLE STRUCTURE make a Dexterity saving throw against your tech save
Construction Engineering: 3rd, 11th, and 17th level
DC. On a successful saving throw, it reaches the closest
You have constructed a set of malleable, portable part of the bridge that has stable support, or it
fortifications that can elevate you and your allies. Over maintains a grip on your bridge as it retracts, as
the course of a long rest, you create a portable appropriate. On a failed save, it falls.
structure that travels with you. When you reach 11th level, the bridge can now
Your portable structure can only be directed by you, extend up to 45 feet long, 15 feet wide, and it can
and you must have a tech focus in order to direct it support up to 2,000 lbs. When you reach 17th level, the
remotely. If you lack a tech focus, you can instead bridge can now extend up to 60 feet long, 20 feet wide,
and it can support up to 4,000 lbs.
direct it while it is within 5 feet of you. Your portable
structure has the following features: CAGE
You create a cage that surrounds a cube up to 10 feet
Its AC equals your tech save DC.
on each side centered on the target location. The cube
It has a number of hit points equal to 5 x your engineer
is surrounded on all sides except the ground by 2-foot-
level. If your structure is reduced to 0 hit points, it
thick walls. The walls and roof are completely opaque,
collapses and can't be used again until you spend 1
and you choose whether the structure has a light
hour repairing it, which can be done during a short or source when you deploy it that provides bright light
long rest. within the cube. Otherwise, the space within the cube
You can restore missing hit points to your structure by is in complete darkness. The cage is permeable,
casting the mending tech power on it, or by completing allowing air, water, and sound to pass through it. You
a short or long rest. Casting the mending tech power can attempt to trap unwilling Medium or smaller
restores a number of missing hit points equal to your creatures inside the cage. When you deploy this
Intelligence modifier (minimum of one), but it can't be structure in an unwilling creature's space, it must make
repaired to more than half its hit point maximum in a Dexterity saving throw against your tech save DC. On
this way. Completing a short rest restores your a successful save, it can immediately move to nearest
structure to half its hit point maximum, and completing unoccupied space outside of the cage. Otherwise, it is
a long rest restores it to its hit point maximum. trapped within the structure when it is deployed.
Your structure has two modes: dismantled and When you reach 11th level, the cage can extend up
deployed. While dismantled, your structure's speed to 15 feet on each side, and it can trap creatures of
equals your own, it hovers 5 feet off the ground, takes Large size or smaller. When you reach 17th level, the
up the space of a 5-foot cube, and weighs 500 lbs. This cage can extend up to 20 feet on each side, and it can
increases to a 10-foot cube and 1,000 lbs. at 11th level, trap creatures of Huge size or smaller.
and a 15-foot cube and 2,000 lbs. at 17th level as you
upgrade it. While deployed, your structure's speed is 0 SHELTER
and it takes up space dictated by how its deployed.
You erect a shelter up to 15 feet long, 10 feet wide, and
10 feet tall, with one-foot-thick walls, a roof, and a
As an action, you can remotely deploy your structure floor. It has a single door along its walls in a location of
at a space you can see on the ground within 30 feet of your choice. The building has temperature control and
you, provided there is sufficient space to support it. lighting systems, and can withstand harsh winds, heavy
This range increases to 60 feet at 11th level and 120 rain and snow. Any creature inside the shelter is
feet at 17th level. Automatic dismantling of your protected from hazardous environmental effects
structure takes 1 minute, and can be initiated on your outside the shelter such as extreme heat or cold. The
turn (no action required). structure does not provide additional breathing air for
You can deploy your choice from these structures a anyone inside if the environment it is placed in is not
combined total of four times, and you gain more uses breathable. The shelter can comfortably support up to
at higher levels, as shown in the Modification Slots 5 Medium creatures. For each Medium creature, it can
column of the engineer table. Each time you use this instead support 2 Small creatures. For each Small
feature in excess of your proficiency bonus, your tech creature, it can instead support 2 Tiny creatures.
point maximum is reduced by 1 until you complete a
long rest. You regain all expended uses when you
complete a long rest.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


POTENT FORTIFICATIONS
  When you reach 11th level, the shelter can extend up Construction Engineering: 3rd level

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.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


CYBERTECH ENGINEERING
Those engineers who choose the Cybertech PERFECTED PURPOSING
Engineering discipline focus on the ability to craft Cybertech Engineering: 18th level

reusable consumables and items that augment and


When you cast a tech power, you can choose to deal
complement their techcasting abilities.
maximum damage or provide maximum healing with
BONUS PROFICIENCIES that power.
Once you've used this feature, you must complete a
Cybertech Engineering: 3rd level
short or long rest before you can use it again.
You gain proficiency in cybertech's implements.
Additionally, when you engage in crafting with
cybertech's implements, the rate at which you craft
doubles.

CYBERTECH CONTRAPTIONS
Cybertech Engineering: 3rd level

You learn modify gadgets and wristpads utilizing your


cybertech knowledge. Over the course of a long rest,
you can modify your wristpad. You must have a
wristpad and cybertech's implements in order to
perform this modification.
Your wristpad requires attunement, can only be used
by you, and counts as a tech focus for your tech
powers while you are attuned to it. Your modified
wristpad has 4 modification slots, and it gains more at
higher levels, as shown in the Modification Slots
column of the engineer table. For each modification
installed in excess of your proficiency bonus, your tech
point maximum is reduced by 1. Over the course of a
long rest, you can install, replace, or remove a number
of modifications up to your Intelligence modifier
(minimum of one).
Some modification effects require saving throws.
When you use such an effect from this class, the DC
equals your tech save DC.

POTENT TECHCASTING
Cybertech Engineering: 3rd level

When you miss with a tech attack roll, or a creature


succeeds on a saving throw against a tech power you
cast, you can expend one use of your Potent Aptitude
to overwhelm them. Roll the die, and either add it to
the attack roll or subtract it from their saving throw.

ADAPTABLE APPLICATIONS
Cybertech Engineering: 6th, 9th, 13th, and 17th level

When you cast a tech power of 1st level or higher, you


can choose to deal additional damage or provide
additional healing with that power. The additional
damage or healing equals half your engineer level.
You can use this feature three times. You gain an
additional use at 9th, 13th, and 17th level. You regain
all expended uses when you complete a long rest.

COMBAT CONTRIVANCES
Cybertech Engineering: 14th level

When you use your action to a cast a 1st-level or higher


tech power, you can use your bonus action to gain
temporary hit points equal to the level of the tech
power + your Intelligence modifier.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


CYBERTECH MODIFICATIONS
If a modification has prerequisites, you must meet BIOTIC AMPLIFIER
them to install it. You can install the modification at the You integrate a biotic amplifier in your wristpad that
same time that you meet its prerequisites. increases the potency of your healing tech powers.
While wielding this amplifier, when a creature regains
ADVANCED BIOTIC AMPLIFIER hit points from a tech power you cast, you can grant
Prerequisite: 15th level, Prototype Biotic Amplifier
them temporary hit points equal to the amount of tech
You further fine tune your biotic amplifier. While points spent. This amount can't exceed the number of
wielding this amplifier, when a creature gains hit points restored.
temporary hit points from your biotic amplifier, it You can use this amplifier a number of times equal
instead gains four times as many. This amount can't to your Intelligence modifier. You regain all expended
exceed the number of hit points regained. uses when you complete a short or long rest.
ADVANCED CORROSIVE AMPLIFIER CLIMBING GLOVES
Prerequisite: 15th level, Prototype Corrosive Amplifier
You craft a set of gloves with a powerful assisted grip.
You further fine tune your Corrosive Amplifier. When While wearing these gloves, you have a climbing speed
you activate this amplifier, the next attack roll made by of 20 feet, and you have advantage on Strength saving
that creature before the end of its next turn has throws and Strength (Athletics) checks that involve
disadvantage. climbing.
ADVANCED CRYO AMPLIFIER CORROSIVE AMPLIFIER
Prerequisite: 15th level, Prototype Cryo Amplifier
You integrate a booster in your wristpad that enhances
You further fine tune your Cryo Amplifier. When you your tech powers that deal acid damage. While
activate this amplifier, the creature is restrained until wielding this amplifier, when a creature takes acid
the end of your next turn. damage from a tech power you cast, you can choose to
deal additional acid damage equal to your Intelligence
ADVANCED EXPLOSIVE AMPLIFIER
modifier.
Prerequisite: 15th level, Prototype Explosive Amplifier

You can use this amplifier a number of times equal


You further fine tune your Explosive Amplifier. When a
to your Intelligence modifier (a minimum of once). You
creature takes fire damage while ignited, the creature
regain all expended uses when you complete a short or
has disadvantage on the next Dexterity saving throw it
long rest.
makes before the start of your next turn.
CRYO AMPLIFIER
ARAKYD VECTOR
You integrate a booster in your wristpad that enhances
Prerequisite: 5th level

your tech powers that deal cold damage. While


While using your wristpad as a tech focus, you gain a
wielding this amplifier, when a creature takes cold
+1 bonus to tech attack rolls. This bonus increases to
damage from a tech power you cast, you can choose to
+2 at 9th level and +3 at 13th level.
deal additional cold damage equal to your Intelligence
AUGMENTED EXPLOSIVE modifier.
You can augment a single grenade, mine, or thermal You can use this amplifier a number of times equal
detonator to regain its charge. An augmented to your Intelligence modifier (a minimum of once). You
explosive can only be used by you, and it uses your regain all expended uses when you complete a short or
tech save DC instead of its own. Once you've activated long rest.
an explosive, it can't be activated again until you finish
a short or long rest. DARKVISION GOGGLES
You craft a pair of sight-enhancing goggles. While
You can select this modification multiple times. Each
wearing these goggles, you have darkvision to a range
time you do so, you can maintain an additional
of 60 feet. If you already have darkvision, this
augmented explosive, to a maximum equal to your
modification increases its range by 30 feet.
Intelligence modifier.
EXPLOSIVE AMPLIFIER
BELASCO DYNAMICS
You integrate a booster in your wristpad that enhances
Prerequisite: 5th level

your tech powers that deal fire damage. While wielding


While using your wristpad as a tech focus, you gain a
this amplifier, when a creature takes fire damage from
+1 bonus to your tech save DC. This bonus increases to
a tech power you cast, you can choose to deal
+2 at 9th level and +3 at 13th level.
additional fire damage equal to your Intelligence
modifier.
You can use this amplifier 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.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


IMAGING AMPLIFIER
You integrate a booster in your wristpad that enhances takes additional fire damage equal to your Intelligence
your illusionary tech powers. While wielding this modifier and then makes a Dexterity saving throw
amplifier, when a creature attempts an Intelligence against your tech save DC, ending this effect on a
(Investigation) check against a tech power you cast to success. If the target or a creature within 5 feet of it
discern the illusion for what it is, you can force the uses an action to put out the flames, or if some other
creature to have disadvantage on the roll (no action effect douses the flames, the effect ends.
required). Alternatively, when you cast the mirror
image tech power, you create a fourth duplicate. While POWERED GRAPPLING HOOK
you have four duplicates, you must roll a 5 or higher on Prerequisite: 9th level, Wrist-Mounted Grappling Hook

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.

PROTOTYPE BIOTIC AMPLIFIER TRUESIGHT GOGGLES


Prerequisite: 7th level, Biotic Amplifier
Prerequisite: 11th level, Darkvision Goggles

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

While the hook is deployed, you can use your bonus


You fine tune your Explosive Amplifier. When you
action to activate the reel, pulling yourself to the
activate this amplifier, the creature is also ignited for 1
location if the target is your size or larger. A creature or
minute. At the start of each of its turns, the creature
object smaller than you is pulled to you. Alternatively,
you can opt to release the cable (no action required).
Once you've used this feature, you can't use it again
until you recover and reinsert the hook as an action.

EXPANDED CONTENT | ARCHETYPES | ENGINEER


ADEPT SPECIALIST
Those fighters who choose to become Adept FORCECASTING ABILITY
Specialists tap into a latent Force-sensitivity to Your forcecasting ability varies based on the alignment
augment their martial prowess, blending the two to of the powers you cast. You use your Wisdom for light
accelerate their bodies and blows. An adept speeds side powers, Charisma for dark side powers, and
across the battlefield, attacking opponents in a flurry of Wisdom or Charisma for universal powers (your
blows before dashing off again. choice). You use this ability whenever a power refers to
your forcecasting ability. Additionally, you use this
FORCECASTING ability modifier when setting the saving throw DC for a
Adept Specialist: 3rd level
force power you cast and when making an attack roll
You have learned powers, fragments of knowledge that with one.
imbue you with an abiding force ability. See chapter 10
for the general rules of forcecasting and chapter 11 for Force save DC = 8 + your proficiency bonus +

your forcecasting ability modifier


the force powers list.
FORCE POWERS KNOWN Force attack modifier = your proficiency bonus +

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.

EXPANDED CONTENT | ARCHETYPES | FIGHTER


WHIRLING WEAPONS
Adept Specialist: 7th level

Your constant blur of motion and attacks becomes an


unending barrage as you build momentum. Once on ADEPT FORCECASTING
your turn when you miss with a weapon attack you can
make another weapon attack, no action required. Force Powers
Force
Max Power

Level Known Points Level


3rd 4 3 1st
4th 6 4 1st
5th 7 5 1st
6th 8 6 1st
7th 10 7 2nd
8th 11 8 2nd
9th 12 9 2nd
10th 13 10 2nd
11th 14 11 2nd
12th 15 12 2nd
13th 17 13 3rd
14th 18 14 3rd
15th 19 15 3rd
16th 20 16 3rd
17th 22 17 4th
18th 23 18 4th
19th 24 19 4th
20th 25 20 4th

    FOCUSED BREATHING
    Adept Specialist: 10th level

  You learn to recover some of your expended power


quickly. When you use your Second Wind you also
regain a number of force points equal to your Wisdom
or Charisma modifier (your choice, a minimum of one).

UNSTOPPABLE FORCE
Adept Specialist: 15th level

You learn to completely ignore many of the most


devastating impediments of combat. You can expend a
use of Indomitable to gain the effect of the freedom of
movement force power until the end of your next turn.

INSTANT ACCELERATION
Adept Specialist: 18th level

You reach the pinnacle of your training, moving faster


than eyes or most sensors can track. When you use
Action Surge feature, you can teleport up to 30 feet to
an unoccupied space you can see. You can teleport
before or after the additional action.

EXPANDED CONTENT | ARCHETYPES | FIGHTER


DEMOLITIONS SPECIALIST
Those fighters who choose to become Demolitions BACKUP PLANS
Specialists are experts in using explosives in combat. Demolitions Specialist: 15th level

They have an explosive for every situation, whether it


When you roll initiative and have no charges
be breaching a fortified bunker, taking down a walker,
remaining, you can create 2 charges. Additionally,
or simply demonstrating that in combat, standing too whenever you create a charge, you can change the
close to your squadmates can be fatal.
damage type to acid, energy, fire, ion, lightning, or
BONUS PROFICIENCIES sonic.
Demolitions Specialist: 3rd level
BOMBARD
You gain proficiency in demolitions kit. Additionally, Demolitions Specialist: 18th level

when you would install a breaching charge, you can do


When a creature fails its saving throw against a charge
so in half the time.
or grenade thrown by you, it has disadvantage on the
EXPLOSIVE CHARGE next Dexterity saving throw it makes before the end of
your next turn.
Demolitions Specialist: 3rd, 7th, and 15th level

You learn to create a number of small explosives


known as charges. Over the course of a short or long
rest, you can create a number of charges equal to your
Intelligence modifier. You must have a demolitions kit
in order to create these charges. Your charges can only
be used by you, and they lose their potency at the end
of your next short or long rest.
Once per turn, when you would make a ranged
weapon attack, you can instead throw one of your
charges. Your charges have a range equal to 30 feet +
your Strength modifier x 5. You can throw a charge at a
point you can see within range. Each creature within

5 feet must make a Dexterity saving throw (DC =

8 + your proficiency bonus + your Intelligence


modifier). A creature takes 2d4 + your

Intelligence modifier kinetic damage on a

failed save, or half as much on a successful one.


The damage of your charges increases to 3d4

at 7th level and 4d4 at 15th level.

CAUSE AND EFFECT


Demolitions Specialist: 7th level

You learn to throw grenades as a bonus action.


Additionally, when a creature fails a saving throw
against a charge or grenade, you can expend a
superiority die to apply one of your maneuvers. You
can only use this feature once per grenade.

VOLATILE REFLEXES
Demolitions Specialist: 10th level

When a creature within 5 feet of you makes a melee


attack against you, you can use your reaction and
throw a charge behind the target. If the target fails its
saving throw against the charge, you impose
disadvantage on the attack roll made against you.

EXPANDED CONTENT | ARCHETYPES | FIGHTER


ENHANCEMENT SPECIALIST
Those fighters who choose to become Enhancement STUDIED SHOOTER
Specialists learn to apply their technological prowess to Enhancement Specialist: 3rd level

their blasters. With their deep understanding of both


You learn specialized theory typical for practitioners of
their weapon and how to manipulate its ammunition
the enhancement trade. You gain proficiency in your
on the fly, they can often turn the tides of a battle with choice of the Lore or Technology skills. Additionally,
a single shot.
you learn your choice of the encrypted message or
minor hologram tech power. Intelligence is your
techcasting ability for these powers.

SPECIAL AMMUNITION
Enhancement Specialist: 3rd level

You learn ammunition enhancements that are fueled


by amplified shots to unleash special enhanced effects.
AMMUNITION ENHANCEMENTS
You know two ammunition enhancements of your
choice, which are detailed under "Ammunition
Enhancements" below, and you earn more at higher
levels. Many ammunition enhancements boost an
attack in some way. Once per turn when you fire a shot
from a blaster as part of the Attack action, you can
apply one of your Ammunition Enhancement options
to that shot,
You gain an additional Ammunition Enhancement
option of your choice when you reach certain levels in
this class: 7th, 10th, 15th, and 18th level. Each option
also improves when you become an 18th-level fighter.
Each time you learn new ammunition
enhancements, you can also replace one ammunition
enhancement you know with a different one.
AMPLIFIED SHOTS
You have two amplified shots, which you use to
activate your ammunition enhancements. An amplified
shot is expended when you use it. When you fire an
amplified shot, your weapon is treated as enhanced for
overcoming resistance and immunity to unenhanced
attacks and damage. You decide to use the option
when the shot hits a creature, unless the option
doesn't involve an attack roll. You regain all of your
amplified shots when you finish a short or long rest.
SAVING THROWS
Some of your ammunition enhancements require your
target to make a saving throw to resist the maneuver's
effects. The saving throw DC is calculated as follows:

Ammunition save DC = 8 + your proficiency bonus +

your Dexterity modifier

EXPANDED CONTENT | ARCHETYPES | FIGHTER


AMMUNITION ENHANCEMENTS
The ammunition enhancements are presented in QUELL SHOT
alphabetical order. You fire a shot enhanced with a debilitating poison.
The creature hit by the shot takes an extra 2d6 poison
CARBONITE SHOT damage. The target must also succeed on a
When this shot strikes its target, shards of carbonite Constitution saving throw, or the damage dealt by its
wrap around the target. The creature hit by the shot weapon attacks is halved until the start of your next
takes an extra 2d6 cold damage, it gains 1 slowed level, turn.
and it takes 2d6 kinetic damage the first time on each The poison damage increases to 4d6 when you reach
turn it moves 1 foot or more without teleporting. The 18th level in this class.
target or any creature that can reach it can use its
action to remove the carbonite with a successful SEEKING SHOT
Strength (Athletics) check against your Special You apply a tracing signal to your shot. When you use
Ammunition save DC. Otherwise, the carbonite lasts this option, you don't make an attack roll for the attack.
for 1 minute or until you use this option again. Instead, choose one creature you have seen in the past
The cold damage and kinetic damage both increase minute. The shot flies toward that creature, moving
to 4d6 when you reach 18th level in this class. around corners if necessary and ignoring three-
quarters cover and half cover. If the target is within the
COERCING SHOT weapon's range and there is a path large enough for
You enhance your shot with chemicals that confuse the the shot to travel to the target, the target must make a
target. The creature hit by the shot takes an extra 2d6 Dexterity saving throw. Otherwise, the shot disappears
poison damage, and choose one of your allies within after traveling as far as it can. On a failed save, the
30 feet of the target. The target must succeed on a target takes damage as if it were hit by the shot, plus
Wisdom saving throw, or it is charmed by the chosen an extra 1d6 kinetic damage, and you learn the target's
ally until the start of your next turn. This effect ends current location. On a successful save, the target takes
early if the chosen ally attacks the charmed target, half as much damage, and you don't learn its location.
deals damage to it, or forces it to make a saving throw. The kinetic damage increases to 2d6 when you reach
The poison damage increases to 4d6 when you reach 18th level in this class.
18th level in this class.
ENHANCED SHOT
EXPLOSIVE SHOT
You fire a shot set to explode on impact. The shot Enhancement Specialist: 7th 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.

HALLUCINOGEN SHOT REDIRECTED SHOT


You enhance your shot with hallucinogenic chemicals. Enhancement Specialist: 10th level

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

Your enhanced ammunition is available whenever


When you use this option, you don't make an attack
roll for the attack. Instead, the shot shoots forward in a battle starts. If you roll initiative and have no uses of
Special Ammunition remaining, you regain one use of
line, which is 1 foot wide and 30 feet long, before
disappearing. The shot passes through objects, it.
ignoring cover. Each creature in that line must make a AMMUNITION UPGRADES
Dexterity saving throw. On a failed save, a creature
takes damage as if it were hit by the shot, plus an extra Enhancement Specialist: 18th 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.

EXPANDED CONTENT | ARCHETYPES | FIGHTER


EXHIBITION SPECIALIST
Those fighters who choose to become Exhibition creatures are affected by one of the following effects of
Specialists can't help but show off. Even where there your choice:
isn't an audience, these warriors take command of the
battlefield as though it were a stage. The creature gains temporary hit points equal to 1d6 +
your Charisma modifier (minimum of 1 temporary hit
BONUS PROFICIENCIES point).
Exhibition Specialist: 3rd level
The creature must succeed on a Wisdom saving throw
You gain proficiency in one Charisma skill of your (DC = 8 + your proficiency bonus + your Charisma
choice. modifier) or be frightened of you until the start of your
next turn.
IN THE SPOTLIGHT
RELENTLESS COMPETITOR
Exhibition Specialist: 3rd level

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

As you defeat your enemies in combat, you can


weaken the morale of other foes or bolster the resolve
of your allies alike. When you score a critical hit or
reduce a creature to 0 hit points, you can choose one
or more creatures that you can see within 30 feet of
you, up to a number equal to your Charisma modifier
(minimum of one creature). Each of the chosen

EXPANDED CONTENT | ARCHETYPES | FIGHTER


FIRETEAM SPECIALIST
When charging onto the frontlines of the galaxy's
harshest conflicts, it pays to have people you can trust
at your side. Those fighters who choose to become
Fireteam Specialists command the respect and loyalty
of those beside them by guiding their squad through FIRETEAM SUPERIORITY
thick and thin. Maneuvers
Superiority

Level Known Dice Quantity


IMPROVED COMBAT SUPERIORITY
3rd 4 4
Fireteam Specialist: 3rd level

Your tactical skill in combat improves, granting 4th 5 4


bonuses to your Combat Superiority. 5th 6 5
IMPROVED MANEUVERS 6th 7 5
You know four maneuvers of your choice, instead of 7th 9 6
two, and you earn more at higher levels, as shown in
the Maneuvers Known column of the Fireteam 8th 10 6
Superiority table. 9th 11 7

IMPROVED SUPERIORITY DICE 10th 12 7


You have four superiority dice, instead of two, and you 11th 14 8
earn more at higher levels, as shown in the Superiority 12th 15 8
Dice Quantity column of the Fireteam Superiority table.
13th 16 9
LEAD BY EXAMPLE 14th 17 9
Fireteam Specialist: 3rd level
15th 19 10
Once per turn, when an ally that can see or hear you
attacks a creature that you can see, you can expend a 16th 20 10
superiority die and enhance that ally's attack, using 17th 21 11
one of the maneuvers that you know. 18th 22 11
RALLY THE TROOPS 19th 23 12
Fireteam Specialist: 7th level
20th 24 12
When you use your Second Wind feature, you can
choose up to three allies within 60 feet of you that can
see or hear you. Each ally gains temporary hit points
equal to your fighter level.
You can choose an additional ally at 9th, 13th, and
17th level. TACTICAL ADVICE
Fireteam Specialist: 15th 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.

EXPANDED CONTENT | ARCHETYPES | FIGHTER


FIRETEAM SPECIALIST (COMPANION)
When charging onto the frontlines of the galaxy's
harshest conflicts, it pays to have people you can trust
at your side. Those fighters who choose to become
Fireteam Specialists work in tandem with a companion,
becoming more than either could be on their own. FIRETEAM SUPERIORITY
Maneuvers
Superiority

BONUS PROFICIENCIES Level Known Dice Quantity


Fireteam Specialist: 3rd level

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 tactical skill in combat improves, granting 7th 9 6


bonuses to your Combat Superiority. 8th 10 6

IMPROVED MANEUVERS 9th 11 7


You know four maneuvers of your choice, instead of 10th 12 7
two, and you earn more at higher levels, as shown in
11th 14 8
the Maneuvers Known column of the Fireteam
Superiority table. 12th 15 8
13th 16 9
IMPROVED SUPERIORITY DICE
You have four superiority dice, instead of two, and you 14th 17 9
earn more at higher levels, as shown in the Superiority 15th 19 10
Dice Quantity column of the Fireteam Superiority table.
16th 20 10
HUMANOID COMPANION 17th 21 11
Fireteam Specialist: 3rd, 11th, and 17th level
18th 22 11
You've been assigned a squadmate who is under your
19th 23 12
command, gaining a humanoid companion.
Create your humanoid companion as detailed in the 20th 24 12
Companions section of the Customization Options
document for Expanded Content.
In addition to its traits and features, your companion
gains additional benefits while it is bonded to you:

Your companion gains two additional traits. It gains one 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

feet at 17th level.


While under the effects of On Your Six, if either you or
ON YOUR SIX your companion are reduced to 0 hit points, you can
end On Your Six to have them drop to 1 hit point
Fireteam Specialist: 10th level
instead. When you do so, the effects of On Your Six
While your companion is within 5 feet of you, you can persist until the start of your next turn.
use your bonus action to begin a coordinated

EXPANDED CONTENT | ARCHETYPES | FIGHTER


HEAVY WEAPONS SPECIALIST
Some manned instruments of war require their user to MAXIMUM OUTPUT
have superior physical prowess to overcome their Heavy Weapons Specialist: 7th level

weight and encumbrance. Those fighters who choose


When you take the Attack action while wielding a
to become Heavy Weapons Specialists use their
weapon with the heavy or strength properties, you can
powerful bodies, and powerful armaments, to forgo one or more attacks. If you do so, the first time
overwhelm their foes.
you deal damage with the weapon before the start of
ROCK STEADY your next turn, you deal additional damage of the
same type as the weapon's damage. If this instance
Heavy Weapons Specialist: 3rd level
would deal damage to multiple creatures, you can only
You have learned to use the heft of your weapon to apply this additional damage to one of them. For each
root yourself in place. At the end of each of your turns, attack you forgo, you deal additional damage equal to
if you move less than half your speed while wielding a 1d12 + half your fighter level. If you miss with the first
weapon with the heavy or strength properties, you attack roll you make before the end of your next turn,
have advantage on saving throws to avoid being or one target succeeds on the saving throw against
restrained, moved, or knocked prone. This advantage your weapon's burst or rapid property, you instead
lasts until the end of your next turn. deal normal weapon damage.
MY LITTLE FRIEND SAYS HELLO THERE STRAIGHT THROUGH
Heavy Weapons Specialist: 3rd level
Heavy Weapons Specialist: 10th 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

When you use your Second Wind while wielding a


weapon with the heavy or strength properties, if you
hit with the first attack roll you make, or if one
creatures fails the saving throw against your weapon's
burst or rapid property, before the end of your next
turn, you treat the hit as a critical hit. If you miss with
the first attack roll you make before the end of your
next turn, or one target succeeds on the saving throw
against your weapon's burst or rapid property, you
instead deal normal weapon damage.

PURE PERFORMANCE
Heavy Weapons Specialist: 18th level

At 18th level, attack rolls you make while wielding a


weapon with the heavy or strength properties can't
suffer from disadvantage.

EXPANDED CONTENT | ARCHETYPES | FIGHTER


MOUNTED SPECIALIST
Those fighters who choose to become Mounted HOLD THE LINE
Specialists excel at mounted combat. Mounted Mounted Specialist: 10th 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

You gain proficiency in Animal Handling or Piloting. FEROCIOUS CHARGER


Mounted Specialist: 15th level

BORN TO THE SADDLE


You can run down your foes, whether you're mounted
Mounted Specialist: 3rd level
or not. If you move at least 10 feet in a straight line
Your mastery as a rider becomes apparent. You have right before attacking a creature and you hit it with the
advantage on saving throws made to avoid falling off attack, that target must succeed on a Strength saving
your mount. If you fall off your mount and descend no throw (DC = 8 + your proficiency bonus + your Strength
more than 10 feet, you can land on your feet if you're modifier) or be knocked prone. You can use this
not incapacitated. feature only once on each of your turns.
Finally, mounting or dismounting a creature or
vehicle costs you only 5 feet of movement, rather than VIGILANT DEFENDER
half your speed. Mounted Specialist: 18th level

You respond to danger with extraordinary vigilance. In


UNWAVERING MARK combat, you get a special reaction that you can take
Mounted Specialist: 3rd level
once on every creature's turn, except your turn. You
You can menace your foes, foiling their attacks and can use this special reaction only to make an
punishing them for harming others. When you hit a opportunity attack, and you can't use it on the same
creature with a melee weapon attack, you can mark turn that you take your normal reaction.
the creature until the end of your next turn. This effect
ends early if you are incapacitated or you die, or if
someone else marks the creature. While it is within 5
feet of you, a creature marked by you has
disadvantage on any attack roll that doesn't target you.
Additionally, if a creature marked by you deals
damage to anyone other than you, you can make a
special melee weapon attack against the marked
creature as a bonus action on your next turn. You have
advantage on the attack roll, and if it hits, the attacks
weapon deals extra damage to the target equal to half
your fighter level.
Regardless of the number of creatures you mark,
you can make this special attack a number of times
equal to your Strength modifier (minimum of once),
and you regain all expended uses when you finish a
long rest.

WARDING MANEUVER
Mounted Specialist: 7th, 9th, 13th, and 17th level

You learn to fend off strikes directed at you, your


mount, or other creatures nearby. If you or a creature
you can see within 5 feet of you is dealt damage by an
attack, you can roll 1d8 as a reaction if you're wielding
a melee weapon or a shield. Roll the die, and add the
number rolled to the target's AC against that attack. If
the attack still hits, the target has resistance against
the attack's damage.
You can use this feature three times. You gain an
additional use at 9th, 13th, and 17th level. You regain
all expended uses of it when you finish a long rest.

EXPANDED CONTENT | ARCHETYPES | FIGHTER


PRAETORIAN SPECIALIST
Those fighters who choose to become Praetorian STRENGTH BEFORE WEAKNESS
Specialists seek perfection of both body and mind. Praetorian Specialist: 18th level

These warriors master the art of warfare, and are often


Your fighting spirit can delay the grasp of death. If you
sought as bodyguards for the galaxy's elite. They are
take damage that reduces you to 0 hit points, you can
engines of destruction and resilience, able to fight on use your reaction to delay falling unconscious, and you
to their last breath.
can immediately take an extra turn. While you have 0
BONUS PROFICIENCY hit points during that extra turn, taking damage causes
death saving throw failures as normal, and three death
Praetorian Specialist: 3rd level
saving throw failures can still kill you. When the extra
You gain proficiency in one of the following skills of turn ends, you fall unconscious if you still have 0 hit
your choice: Insight, Lore, Performance, or Persuasion. points.
Alternatively, you learn one language of your choice. Once you've used this feature, you can't use it again
until you finish a long rest.
FIGHTING SPIRIT
Praetorian Specialist: 3rd level

Your intensity in battle can shield you and help you


strike true. As a bonus action on your turn, you can
give yourself advantage on all weapon attack rolls until
the end of the current turn. When you do so, you also
gain 5 temporary hit points. The number of hit points
increases when you reach certain levels in this class,
increasing to 10 at

10th level and 15 at 15th level.


You can use this feature three times.

You regain all expended uses when you

finish a long rest.

RESILIENT RETAINER
Praetorian Specialist: 7th level

Your discipline and attention to detail allow you to


excel in social situations. You gain proficiency in
Persuasion.
Additionally, your self-control also causes you to gain
proficiency in Wisdom saving throws. If you already
have this proficiency, you instead gain proficiency in
Intelligence or Charisma saving throws (your choice).

TIRELESS SPIRIT
Praetorian Specialist: 10th level

When you roll initiative and have no uses of Fighting


Spirit remaining, you regain one use.

RAPID STRIKE
Praetorian Specialist: 15th level

You learn to trade accuracy for swift strikes. If you take


the Attack action on your turn and have advantage on
an attack roll against one of the targets, you can forgo
the advantage for that roll to make an additional
weapon attack against that target, as part of the same
action. You can do so no more than once per turn.

EXPANDED CONTENT | ARCHETYPES | FIGHTER


TOTEM SPECIALIST
Those fighters who become Totem Specialists tap into TOTEM OF THE ACKLAY
a primal attunement to the Force, applying tribal This totem evokes the ferocity of an acklay, granting
ceremony to create powerful talismans that enhance you advantage on Intelligence (Nature) checks and
their abilities. Charisma (Intimidation) checks.
Additionally, you can invoke the totem as a bonus
BONUS PROFICIENCIES action. For 10 minutes, your carrying capacity and the
Totem Specialist: 3rd level
weight you can push, drag, or lift doubles, and your
You gain proficiency with your choice of artist's Strength score increases by 2. This increase can cause
implements or jeweler's implements. your score to exceed 20.

TOTEM CREATION TOTEM OF THE HAWK


This totem is inspired by the visage of a hawk, granting
Totem Specialist: 3rd level
you advantage on Intelligence (Investigation) checks,
You've learned to create powerful talismans infused and darkvision out to a range of 60 feet. If you already
with the Force. Your totems can take the form of sigils have darkvision, its range increases by 30 feet.
painted directly onto your equipment, or adornments Additionally, when a creature you can see ends its
attached to it, as you see fit. Regardless of the form turn within 30 feet of you, you can use your reaction to
they take, only you can benefit from them. You learn invoke the totem and force the creature to make a
two totems of your choice, which are detailed under Constitution saving throw by emitting a powerful
"Totems" below. When you complete a long rest, you sound. Unless the save succeeds, the creature is dazed,
can replace one totem you know with a different one. suffering from the charmed condition, for 1 minute.
When you finish a long rest, you can touch a number While charmed in this way, the creature has a speed of
of weapons, armor, or shields equal to the number of 0 and is incapacitated. The effect ends if the charmed
totems you know, affixing a different totem to each creature takes any damage or if someone else uses an
object. Your totem remains affixed until you finish a action to shake the creature out of its haze. Once you
long rest, and an object can only bear one totem at a invoke the totem, you can't do so again until you finish
time. You must be wielding or wearing the object to a short or long rest. A deaf creature automatically
benefit from a totem affixed to it. succeeds on its saving throw.
Each totem can be invoked to grant an effect. Once
you've invoked a totem in this way, you can't do so TOTEM OF THE LOTH-WOLF
again until you complete a short or long rest. This totem emulates the near etherealness of a loth-
wolf, granting you advantage on Dexterity (Sleight of
TOTEM OPTIONS Hand) checks and Charisma (Deception) checks.
The totems are listed in alphabetical order. If a totem Additionally, when you or a creature you can see
requires a saving throw, the DC = 8 + your proficiency within 30 feet of you is hit by an attack roll, you can use
bonus + your Wisdom or Charisma modifier (your your reaction to invoke the totem and cause that
choice). attack to target a different creature within 30 feet of
you (other than the attacker) that you can see, using
the same roll. This ability can transfer the attack
regardless of the attack's range.

TOTEM OF THE RANCOR


This totem bestows a resilience reminiscent of a
mighty rancor, granting you advantage on saving
throws against being poisoned and resistance to
poison damage.
Additionally, you can invoke the totem as a bonus
action, gaining resistance to energy and kinetic damage
for 1 minute.
TOTEM OF THE SARLACC
This totem channels the experience of an ancient
sarlacc, granting you expertise in any one tool in which
you are proficient.
Additionally, when you hit a creature with a weapon
attack, you can invoke the totem to summon the
tentacles of the creature: The target must succeed on a
Strength saving throw or be restrained for 1 minute.
While restrained by the tentacles, the target takes 2d6
acid damage at the start of each of its turns. The target
can repeat the saving throw at the end of each of its
turns, tearing free on a success.

EXPANDED CONTENT | ARCHETYPES | FIGHTER


SPIRIT GUIDE
TOTEM OF THE VORNSKR Totem 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.

If you are incapacitated or killed, this effect


TOTEMIC MIGHT immediately ends for both of you.
Totem Specialist: 3rd level

You can channel the power of your Force awareness


temporarily. As a bonus action, you can gain the
following benefits for 1 minute. You can invoke a totem
as a part of this same bonus action.

Your carrying capacity and the weight you can push,


drag, or lift doubles. If it would already double, it
instead triples.
You have advantage on Strength checks

and Strength saving throws.


Your weapon attacks deal an extra
1d6 damage.

This effect ends early if you are

incapacitated or die. You can use

this feature twice. You regain all

expended uses of it when you

finish a long rest.

GUARDIAN SPIRIT
Totem Specialist: 7th level

You learn to invoke your totems to

protect your allies. When another

creature you can see within 60

feet of you is hit by an attack roll,

you can use your reaction to

grant a bonus to the creature's

AC against that attack. The

bonus equals 1 + your Wisdom or

Charisma modifier (your choice,

minimum of +2).

PRIMAL AVATAR
Totem Specialist: 10th level

You learn a third totem. Additionally, the bonus


damage of your Totemic Might feature increases

to 1d8. Lastly, you have advantage on Lore checks

you make about tribal cultures.

EXPANDED CONTENT | ARCHETYPES | FIGHTER


AQINOS FORM
Aqinos Form, also know as Adaptation Form, is named   Lastly, while bonded and within 10 feet of you, your
after a Jedi Master who sought to merge technology companion can cast the tech powers you know without
with Force use. Those guardians who focus on Aqinos expending tech points. If your companion casts an at-
Form adopt these tenets to employ clever exploits will power in this way, it does not scale normally at
using technology and the aid of a droid companion. higher levels. Instead, if it would scale at 5th level, it
instead scales at 11th level, and if it would scale at 11th
BONUS PROFICIENCIES level, it instead scales at 17th level. If your companion
Aqinos Form: 3rd level
casts a power of 2nd-level or higher, it consumes a
You gain proficiency in astrotech's implements and the number of uses of this feature equal to that power's
Technology skill. level. At 11th level, your droid companion must be
within 30 feet of you to benefit from this feature. At
FORM BASICS 17th level, your droid companion must be within 60
Aqinos Form: 3rd level
feet. You can use this feature twice. You gain an
You gain the Aqinos lightsaber form, detailed in the additional use at 5th, 9th, 13th, and 17th level. You
Lightsaber Forms section of the Customization Options regain all expended uses when you finish a long rest.
document for Expanded Content. If you already know
CHANNEL THE FORCE
this form, you can instead choose another lightsaber
form. Aqinos Form: 7th level

You learn your choice of the Cause Harm or Lend Aid


TECHCASTING SECRETS Channel the Force options, and when you use either of
Aqinos Form: 3rd level
these options, you gain additional benefits.
You have learned to blend your technological aptitude CAUSE HARM
with the Force. Choose two tech powers of no higher You can choose to deal ion damage instead of necrotic.
level than your Max Power Level, as shown in the
guardian table. The chosen powers count as both LEND AID
universal force powers and tech powers for you, but Droids and constructs are now valid targets.
are not included in the number in the Powers Known
column of the guardian table. ADAPTIVE CALIBRATION
You learn two additional powers at 5th, 9th, 13th, Aqinos Form: 15th 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

You learn to employ all the knowledge you've MASTER OF ADAPTATION


accumulated to create, customize, and bond with your Aqinos Form: 20th 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).

EXPANDED CONTENT | ARCHETYPES | GUARDIAN


ATARU FORM
Ataru Form, also know as Aggression Form, is a
kinetically active form that relies on speed, acrobatics,
and power. Those guardians who focus on Ataru Form
utilize high energy tactics to confuse and distract their
opponents, quickly moving about the battlefield.

FORM BASICS
Ataru Form: 3rd level

You gain the Ataru lightsaber form, detailed in Chapter


6 of the Player's Handbook. If you already know this
form, you can instead choose another lightsaber form.

THE WAY OF THE HAWK-BAT


Ataru Form: 3rd level

As a bonus action, you can take an aggressive stance,


leaping around the battlefield for 1 minute. As a part of
this bonus action, and as a bonus action on each of
your turns, you can cast the force jump power at 1st-
level without expending force points. Additionally,
when you cast force jump, you have advantage on the
first attack roll you make against each creature within 5
feet of where you land.
This effect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you finish a long rest.

CHANNEL THE FORCE


Ataru Form: 3rd level

You gain the following Channel the Force option.


RETREATING LEAP
When a creature makes a melee attack roll against you,
you can expend a use of your Channel the Force and
your reaction to jump 10 feet in a direction of your
choice, imposing disadvantage on the roll. This
movement does not provoke opportunity attacks. You
can wait until after the attack roll is made, but before
the DM determines whether the attack hits.

HAWK-BAT SWOOP MASTER OF AGGRESSION


Ataru Form: 7th level
Ataru Form: 20th 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.

This effect ends early if you are incapacitated or die.


Once you've used this feature, you can't use it again
until you finish a long rest.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN


JAR'KAI FORM
Jar'Kai Form, also known as Domination Form, utilizes MASTER OF DOMINATION
two weapons to overwhelm their foes. Those guardians Jar'Kai Form: 20th level

who focus on Jar'Kai Form know that two weapons


You are a whirlwind of strikes, eviscerating all who step
offer greater versatility than one, and capitalize on the
within your reach. Your Strength and Dexterity scores
twin angles from which they attack to subdue their increase by 2. Your maximum for these scores
enemies.
increases by 2. Additionally, you can use your action to
FORM BASICS gain the following benefits for 1 minute:
Jar'Kai Form: 3rd level
You have resistance to kinetic, energy, and ion damage
You gain the Jar'Kai lightsaber form, detailed in Chapter from weapons.
6 of the Player's Handbook. If you already know this When you hit a creature with a melee weapon attack,
form, you can instead choose another lightsaber form. you have advantage on the next melee weapon attack
roll you make against that creature, and that creature
THE WAY OF THE ACKLAY provokes an opportunity attack from you even if they
Jar'Kai Form: 3rd level
take the Disengage action before leaving your reach
As a bonus action, you can enter a destructive stance until the end of your next turn.
for one minute. While in this stance, you can add half Creatures provoke an opportunity attack from you
your Strength or Dexterity modifier (your choice, when they enter your reach.
minimum of one) to any melee weapon damage roll
you make that doesn't already include that modifier. This effect ends early if you are incapacitated or die.
Additionally, when you hit a creature with a melee Once you use this feature, you can't use it again until
weapon attack, you can move up to 5 feet without you finish a long rest.
provoking opportunity attacks.
This effect ends early if you are incapacitated or die.
Once you use this feature, you can't use it again until
you finish a long rest.

CHANNEL THE FORCE


Jar'Kai Form: 3rd level

You gain the following Channel the Force option.


TWIN STRIKE
Once per turn, when you miss with a melee weapon
attack, you can expend a use of your Channel the Force
to immediately make another melee weapon attack
against the same target (no action required).

EYE OF THE STORM


Jar'Kai Form: 7th level

When you score a critical hit with a melee weapon


attack, you regain an expended use of your Channel
the Force.

RISING WHIRLWIND
Jar'Kai Form: 15th level

As an action, you can rush forward up to 30 feet to an


unoccupied space you can see without provoking
opportunity attacks. Each creature within 5 feet of your
path must make a Dexterity saving throw (DC = 8 +
your bonus to attacks with your weapon). A creature
takes normal weapon damage on a failed save, or half
as much on a successful one. If you are wielding
separate two light- or vibro-weapons in each hand with
which you are proficient, or a weapon with the double
property, a creature makes this save with
disadvantage, and takes additional damage equal to
your Strength or Dexterity modifier (your choice,
minimum of one) on a failed save if it doesn't already
include that modifier.
Once you've used this feature, you must complete a
short or long rest before you can use it again.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN


JUYO/VAAPAD FORM
Juyo/Vaapad Form, also known as Ferocity Form, revels CHANNEL THE FORCE
in the satisfaction of battle and victory. Those Juyo/Vaapad Form: 3rd level

guardians who focus on Juyo/Vaapad Form channel


You gain one of the following Channel the Force
their emotions into their fighting, making heavy,
options. Choose Snap Aggression for Juyo or Assertive
sweeping strikes. Defense for Vaapad.
BONUS PROFICIENCIES SNAP AGGRESSION
Juyo/Vaapad Form: 3rd level
If you are surprised at the start of combat and aren't
You gain proficiency in heavy armor. incapacitated, you can expend a use of your Channel
the Force to act normally on your first turn.
FORM BASICS
ASSERTIVE DEFENSE
Juyo/Vaapad Form: 3rd level

When you reduce the damage dealt by a force power


You gain your choice of the Juyo or Vaapad lightsaber
to 0 using the saber reflect power, and you're wielding
form, detailed in Chapter 6 of the Player's Handbook. If
a lightweapon or vibroweapon, you can expend a use
you already know the chosen form, you can instead
of your Channel the Force to reflect the attack at a
choose another lightsaber form.
target within range, regardless of what type the
THE WAY OF THE VORNSKR damage is.
Juyo/Vaapad Form: 3rd level

As a bonus action, you can take a savage stance,


designating one creature you can see within 10 feet of
you as your prey for 1 minute. You have advantage on
attack rolls against the creature. If the target drops to 0
hit points, you can use a bonus action on a subsequent
turn to mark a new creature.
This effect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you complete a long rest.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN


FURY MASTER OF FEROCITY
Juyo/Vaapad Form: 7th level
Juyo/Vaapad Form: 20th 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

You gain one of the following features. Choose


Devastating Critical for Juyo or Their Power, My
Strength for Vaapad.
DEVASTATING CRITICAL
When you score a critical hit with a melee weapon
attack, you gain a bonus to that weapon's damage

roll equal to your guardian level.


THEIR POWER, MY STRENGTH
When you are dealt damage by a force power, you

can reduce that damage by an amount equal to your


guardian level (no action required).
You can use this feature five times. You gain an
additional use at 17th level. You regain all expended
uses when you complete a short or long rest.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN


SHII-CHO FORM
Shii-Cho Form, also known as Determination Form, MASTER OF DETERMINATION
uses wild, unpredictable attacks designed to distract Shii-Cho Form: 20th 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

or die. Once you've used this feature, you can't

use it again until you finish a long rest.

CHANNEL THE FORCE


Shii-Cho Form: 3rd level

You gain the following Channel the Force option.

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

While you are wielding a light- or vibro-weapon,


opportunity attacks against you are made at
disadvantage.

SARLAAC SWEEP
Shii-Cho Form: 15th level

When a creature moves to within 5 feet of you, you can


use your reaction to make a melee weapon attack
against that creature. If the attack hits, you can
attempt to damage another creature within 5 feet of
the original target and within your reach. If the original
attack roll would hit the second creature, it takes
damage equal to your Strength or Dexterity modifier
(your choice). The damage is of the same type dealt by
the original attack.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN


SOKAN FORM
Sokan Form, also known as Persistence Form, uses UNWAVERING SELF
determined movements followed by swift strokes to Sokan Form: 7th and 15th level

keep their opponents' footing unsteady. Those


If you fail a Strength, Dexterity, or Constitution saving
guardians who focus on Persistence Form make use of
throw, you can reroll the die. You must use the new
the terrain, trying to maneuver their opponents into roll.
vulnerable areas before dispatching them.
Once you've used this feature, you must complete a
BONUS PROFICIENCIES long rest before you can use it again. At 15th level you
can use this feature twice between long rests.
Sokan Form: 3rd level

You gain proficiency in heavy armor. UNHINDERED CHARGE


FORM BASICS Sokan Form: 15th level

Wen you move at least 10 feet before making a melee


Sokan Form: 3rd level
weapon attack, you deal additional damage equal to
You gain the Sokan lightsaber form, detailed in Chapter your Strength modifier.
6 of the Player's Handbook. If you already know this
form, you can instead choose another lightsaber form. MASTER OF PERSISTENCE
THE WAY OF THE VARACTYL Sokan Form: 20th level

You are an unrelenting force on the field of battle. Your


Sokan Form: 3rd level
Strength and Wisdom or Charisma scores (your choice)
As a bonus action, you can enter an unyielding stance increase by 2. Your maximum for these scores
for one minute. While in this stance, you have increases by 2. Additionally, you can use your action to
advantage on ability checks and saving throws to gain the following benefits for 1 minute:
shove, trip, and avoid being moved, and you ignore
difficult terrain. Additionally, once per turn, when you You have resistance to kinetic, energy, and ion damage
hit with a melee weapon attack, you can attempt to from weapons.
shove the target up to 10 feet away from you (no You ignore effects that would reduce your speed.
action required). Once per turn, when you push a creature, you can
This effect ends early if you are incapacitated or die. move up to 10 feet as a part of this push without
Once you've used this feature, you can't use it again provoking opportunity attacks. If you end this
until you complete a long rest. movement within 5 feet of that creature, you can make
one melee weapon attack (no action required).
CHANNEL THE FORCE
Sokan Form: 3rd level
This effect ends early if you are incapacitated

You gain the following Channel the Force option. or die. Once you've used this feature, you can't

use it again until you complete a long rest.


HIGH GROUND DEFENSE
When an opponent within 5 feet of you makes a

melee attack against you, you can use your

reaction and expend a use of your Channel the

Force to move to another space within 5

feet of that creature without provoking

opportunity attacks, imposing disadvantage

on the roll. If the attack misses, you can

attempt to shove the creature up to 10

feet away from you as a part of that

same reaction.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN


TRAKATA FORM
Trakata Form, also known as Deception Form, MASTER OF DECEPTION
capitalizes on a lightweapon's ability to quickly be Trakata Form: 20th level

toggled on and off. Those guardians who focus on


Your skill with a lightweapon is both mesmerizing and
Trakata Form perform dazzling tricks with their
confounding. Your Dexterity and Wisdom or Charisma
lightweapon, confusing their opponents before scores (your choice) increase by 2. Your maximum for
dispatching them.
these scores increases by 2. Additionally, you can use
FORM BASICS your action to gain the following benefits for 1 minute:
Trakata Form: 3rd level
You have resistance to kinetic, energy, and ion damage
You gain the Trakata lightsaber form, detailed in from weapons.
Chapter 6 of the Player's Handbook. If you already Your attack rolls can't suffer from disadvantage.
know this form, you can instead choose another Whenever a creature misses you with a melee attack, it
lightsaber form. takes 5 energy damage.
Whenever a creature hits you with a melee attack, it
THE WAY OF THE MONKEY-LIZARD takes damage equal to half of the damage you take
Trakata Form: 3rd level
from the attack.
As a bonus action, you can enter a confusing stance for
one minute. As a part of this bonus action, and as a This effect ends early if you are incapacitated or die.
bonus action on each of your turns, when you take the Once you use this feature, you can't use it again until
Dodge action, you can make one melee weapon attack you finish a long rest.
against a creature within range. Additionally, when you
make this melee weapon attack, you can flourish your
weapon to attempt to distract your target. Make a
Dexterity (Sleight of Hand) check contested by a
Wisdom (Perception) check of the target of your attack.
On a success, you make this attack roll with advantage.
This effect ends early if you are incapacitated or die.
Once you use this feature, you can't use it again until
you finish a long rest.

CHANNEL THE FORCE


Trakata Form: 3rd level

You gain the following Channel the Force option.

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

When you make a Dexterity (Sleight of Hand) check,


you gain a bonus to that check equal to your Wisdom
or Charisma modifier (your choice, minimum of one).

PASS THE BLADE


Trakata Form: 15th level

When a creature misses you with an attack, you gain


temporary hit points equal to your Wisdom or
Charisma modifier (your choice, minimum of one), and
you add your Wisdom or Charisma modifier (your
choice, minimum of one) to the first melee weapon
attack and damage rolls you make against that
creature before the end of your next turn.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN


VONIL/ISHU FORM
Vonil/Ishu Form, also known as Unity Form, focuses on   At 11th level, the chosen ally must be within 30 feet
fighting in tandem with your allies. Those guardians of you to benefit from this feature. At 17th level, the
who focus on Vonil/Ishu Form utilize teamwork to chosen ally must be within 60 feet.
move swiftly, strike quickly, and protect each other
from harm. AMPLIFIED AURAS
Vonil/Ishu Form: 7th, 11th, and 17th 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

As a bonus action, you can enter a synchronized stance TEAMWORK


with one ally of your choice within 10 feet of you for 1 Vonil/Ishu Form: 15th 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.

EXPANDED CONTENT | GUARDIAN


VONIL/ISHU FORM (COMPANION)
Vonil/Ishu Form, also known as Unity Form, focuses on   This effect ends early if either you or your
fighting in tandem with a partner as a warpair. Those companion are incapacitated or die, or if your
guardians who focus on Vonil/Ishu Form utilize companion is ever more than 10 feet away from you.
teamwork to move swiftly, strike quickly, and protect Once you've used this feature, you can't use it again
each other. until you complete a long rest.
At 11th level, your companion must be within 30 feet
BONUS PROFICIENCIES of you to benefit from this feature. At 17th level, your
Vonil/Ishu Form: 3rd level
companion must be within 60 feet.
You gain proficiency in your choice of Intimidation or
Persuasion.

FORM BASICS
Vonil/Ishu Form: 3rd level

You gain your choice of the Vonil or Ishu lightsaber


form, detailed in the Lightsaber Forms section of the
Customization Options document for Expanded
Content. If you already know the chosen form, you can
instead choose another lightsaber form.

HUMANOID COMPANION
Vonil/Ishu Form: 3rd, 11th, and 17th level

You've adopted a partner, gaining the services of your


own humanoid companion.
Create your humanoid companion as detailed in the
Companions section of the Customization Options
document for Expanded Content.
In addition to its traits and features, your companion
gains additional benefits while it is bonded to you:

Your companion gains two additional traits. It gains one


more additional trait when you reach 11th level in this
class. For each trait in excess of your proficiency bonus,
your force point maximum is reduced by 2.

Lastly, while bonded and within 10 feet of you, when


you or your companion are dealt damage by an
external effect, you can choose to have you or your
companion gain resistance to that damage. If you do
so, the other of the two takes the same damage as true
damage.
At 11th level, your companion must be within 30 feet
of you to benefit from this feature. At 17th level, your
companion must be within 60 feet.

THE WAY OF THE HYDRA


Vonil/Ishu Form: 3rd level

As a bonus action, you can enter a synchronized stance


with your companion for 1 minute, as long as your
companion is within 10 feet of you. While in this
stance, once per turn, when you hit a creature with an
attack, your companion has advantage on the next
attack it makes against the same target before the end
of your next turn. Additionally, once per turn, when
your companion hits a creature with an attack, you
have advantage on the next attack you make against
the same target before the end of your next turn.

EXPANDED CONTENT | GUARDIAN


CHANNEL THE FORCE
Vonil/Ishu Form: 7th, 11th, and 17th level
  At 11th level, your companion must be within 30 feet
You gain one of the following Channel the Force of you to benefit from this feature. At 17th level, your
options. Choose Smite for Vonil or Shield for Ishu. companion must be within 60 feet.

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

You gain one of the following features. Choose


Takedown for Vonil or Rebuttal for Ishu.
TAKEDOWN
When your companion takes the Help action and helps
you, you have advantage on the next two ability checks
or attack rolls you make before the start of your next
turn, instead of only one. When you take the Help
action and help your companion, your companion has
advantage on the next two ability checks or attack rolls
it makes before the start of its next turn, instead of
only one.
REBUTTAL
When your companion takes the Help action and helps
you, you gain temporary hit points equal to your
guardian level that last until the start of your next turn.
When you take the Help action and help your
companion, it gains temporary hit points equal to your
guardian level that last until the start of its next turn.

MASTER OF UNITY
Vonil/Ishu Form: 20th level

You and your companion are a paragon of harmony.


Your Strength or Dexterity (your choice) and
Constitution scores increase by 2. Your maximum for
those scores increases by 2. Additionally, you can use
your action to gain the following benefits for 1 minute,
as long as your companion is within 60 feet of you:

You and your companion have resistance to kinetic and


energy damage.
Neither you nor your companion can have
disadvantage on attack rolls.
Both you and your companion's critical hit ranges
increase by 1.

This effect ends early if either you or your


companion are incapacitated or die, or if your
companion is ever more than 60 feet away from you.
Once you've used this feature, you can't use it again
until you complete a long rest.

EXPANDED CONTENT | GUARDIAN


YSANNANITE FORM
Ysannanite Form, also know as the Unorthodox Form, PHASESTORM
pairs the use of lightsaber with blasters, seamlessly Ysannanite Form: 15th level

blending the two weapons to perform impressive feats.


You can use your action to dart across the battlefield,
Those guardians who focus on the Ysannanite Form
striking up to six such creatures that you can see within
are able to cut enemies down as efficiently with blaster 30 feet. You immediately move to each creature in
as with blade.
succession without provoking opportunity attacks,
BONUS PROFICIENCIES after which you return to the space in which you
started. Each creature must make a Dexterity saving
Ysannanite Form: 3rd level
throw (DC = 8 + your bonus to attacks with your
You gain proficiency in simple blasters and martial weapon). A creature takes normal weapon damage on
blasters that lack the two-handed property. a failed save, or half as much on a successful one. If
you are wielding separate weapons in each hand with
FORM BASICS which you are proficient, a creature makes this save
Ysannanite Form: 3rd level
with disadvantage, and takes additional damage equal
You gain the Ysannanite lightsaber form, detailed in to your Wisdom or Charisma modifier (your choice,
the Lightsaber Forms section of the Customization minimum of one) on a failed save if the damage
Options document for Expanded Content. If you doesn't already include that modifier.
already know this form, you can instead choose Once you've used this feature, you must complete a
another lightsaber form. short or long rest before you can use it again.
THE WAY OF THE YERDUA MASTER OF THE UNORTHODOX
Ysannanite Form: 3rd level
Ysannanite 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.

IMPROVED FORCE-EMPOWERED SHOTS


Ysannanite Form: 7th level

Your familiarity with blaster weapons has granted you


greater insight into their function and usage. Once on
each of your turns, drawing or stowing a blaster no
longer requires your object interaction. Additionally,
you no longer require a free hand to reload.
At 11th level, once per turn, when you hit a creature
with a ranged weapon attack, the creature takes an
extra 1d8 damage. If you also use your Force-
Empowered Shots with an attack, you add this damage
to the extra damage of your Force-Empowered Shots.
The damage is the same type as the weapon's damage.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN


AING-TII ORDER
Monks of the Aing-Tii Order blend an attunement to
the Force with their supreme focus to become a blur of
motion in the heat of battle. AING-TII ORDER FORCECASTING
FORCECASTING Force Powers
Force
Max Power

Level Known Points Level


Aing-Tii Order: 3rd level

You have learned powers, fragments of knowledge that 3rd 4 3 1st


imbue you with an abiding force ability. See chapter 10 4th 6 4 1st
for the general rules of forcecasting and chapter 11 for
5th 7 5 1st
the force powers list.
6th 8 6 1st
FORCE POWERS KNOWN
7th 10 7 2nd
You learn 4 force powers of your choice, and you learn
more at higher levels, as shown in the Force Powers 8th 11 8 2nd
Known column of the Aing-Tii Order Forcecasting table. 9th 12 9 2nd
You may not learn a force power of a level higher than
your Max Power Level, and you may learn a force 10th 13 10 2nd
power at the same time you learn its prerequisite. 11th 14 11 2nd

FORCE POINTS 12th 15 12 2nd


You have a number of force points equal to your monk 13th 17 13 3rd
level, as shown in the Force Points column of the Aing- 14th 18 14 3rd
Tii Order Forcecasting table, + your Wisdom or
Charisma modifier (your choice). You use these force 15th 19 15 3rd
points to cast force powers. You regain all expended 16th 20 16 3rd
force points when you finish a long rest.
17th 22 17 4th
MAX POWER LEVEL 18th 23 18 4th
Many force powers can be overpowered, consuming
19th 24 19 4th
more force points to create a greater effect. You can
overpower these abilities to a maximum level, which 20th 25 20 4th
increases at higher levels, as shown in the Max Power
Level column of the Aing-Tii Order Forcecasting table.
You may only cast force powers at 4th-level once.
You regain the ability to do so after a long rest.
FORCECASTING ABILITY   Additionally, when you use your action to cast an at-
Your forcecasting ability varies based on the alignment will force power, you can use your Martial Arts or Focus
of the powers you cast. You use your Wisdom for light features.
side powers, Charisma for dark side powers, and You can use these features a combined three times.
Wisdom or Charisma for universal powers (your You gain an additional use at 9th, 13th, and 17th level.
choice). You use this ability whenever a power refers to You regain any expended uses when you finish a long
your forcecasting ability. Additionally, you use this rest.
ability modifier when setting the saving throw DC for a
force power you cast and when making an attack roll PRISMATIC STEP
with one. Aing-Tii Order: 11th level

Force save DC = 8 + your proficiency bonus +


When you take the Attack action, you can teleport up
your forcecasting ability modifier to 10 feet before each attack to an unoccupied space
you can see.
Force attack modifier = your proficiency bonus +
If you attack at least two different creatures with the
your forcecasting ability modifier action, you can make one additional attack against a
third creature (no action required).
FLOW-WALKING
IRIDESCENT STRIKES
Aing-Tii Order: 6th, 9th, 13th, and 17th level

Aing-Tii Order: 17th level

You can cast the phasestrike force power without


When you use your action to cast a force power, you
expending force points. When you reach 11th level, the
damage bonus of the special attack made during can spend 2 focus points to teleport to a space within 5
feet of a creature affected by the power and make two
phasestrike increases to 2d8, and at 17th level it
unarmed strikes against that creature as a bonus
increases to 3d8.
action.

EXPANDED CONTENT | ARCHETYPES | MONK


JAL SHEY ORDER
Monks of the Jal Shey order, driven by the pursuit of MERCURIAL MIND
knowledge, maintain one of the most well-respected Jal Shey Order: 11th level

and heavily guarded repositories of history and


You've honed your awareness and reflexes through
knowledge across the galaxy: the Archives of the Jal
mental aptitude and pattern recognition. Once per
Shey. Here, young folk of all species seeking the clarity turn, if you've already used your reaction, you can
of truth and the strength of knowledge pledge to learn
spend 1 focus point to take an additional reaction. You
the arts of seeking enlightenment by understanding
can only take one reaction per turn.
the world around them, and mastering the techniques
to defend it. To become a Jal Shey monk is to give one's DEBILITATING BARRAGE
self to the quest for unveiling the deepest mysteries of
the galaxy, to bring light to the secrets of the dark, and Jal Shey Order: 17th level

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

creature to become vulnerable to a damage type of


You've undergone extensive training in lore from the
your choice. This effect lasts for 1 minute or until they
Jal Shey's collected knowledge. You learn one language
take damage of the chosen type.
of your choice, and you gain proficiency in your choice
of Lore, Medicine, Nature, or Technology. You learn an
additional language and an additional skill proficiency
from the above list at 11th level.
Additionally, you can strike multiple pressure points
to extract crucial details about your foe. Whenever you
hit a creature with an unarmed strike, you can learn
learn certain information about its capabilities. The GM
tells you if the creature has one of the following
characteristics of your choice:

Condition immunities
Damage vulnerabilities
Damage resistances
Damage immunities

EXTORT TRUTH
Jal Shey Order: 6th level

You can hit a series of hidden nerves on a creature


with precision, temporarily causing them to be unable
to mask their true thoughts and intent. When you hit a
creature with a melee weapon attack, you can have the
attack deal no damage and spend 1 focus point to
force them to make a Charisma saving throw against
your focus save DC. On a failed save, the creature is
unable to speak a deliberate lie for 1 minute and all
Charisma checks directed at the creature are made
with advantage for the duration.
On a success or failure, a creature is aware that you
attempted to influence them. They can choose to avoid
answering questions to which they would normally
respond with a lie.

PRETERNATURAL COUNTER
Jal Shey Order: 6th level

Your quick mind and study of your foe allows you to


use their failure to your advantage. When a creature
within 5 feet of you misses you with a melee attack,
you can use your reaction to make an unarmed strike
against that creature.

EXPANDENT CONTENT | ARCHETYPES | MONK


KAGE ORDER
Monks of the Kage Order, known as Kage warriors, OPPORTUNIST
have mastered fighting in darkness, using that which Kage Order: 17th level

others fear as a weapon against them. Kage warriors


You can exploit a creature's momentary distraction
learn tricks to create darkness where none exists,
when it is hit by an attack. Whenever a creature within
fighting using their intuition rather than relying on 5 feet of you is hit by an attack made by a creature
sight.
other than you, you can use your reaction to make a
DARKNESS CHARGES melee attack against that creature.
Kage Order: 3rd, 5th, 9th, 13th, and 17th level

You learn to create a number of small charges that


create enhanced darkness. Over the course of a short
or long rest, you can create two charges. You can
create an additional charge at 5th, 9th, 13th, and 17th
level. Your charges can only be used by you, and they
lose their potency at the end of your next short or long
rest.
Once per turn, when you would make a weapon
attack or unarmed strike, you can instead throw one of
your charges. Your charges have a range equal to 30
feet + your Strength modifier x 5. You can throw a
device at a point you can see within range. The charges
create a pocket of darkness in a 10-foot radius sphere
centered on that point. The darkness spreads around
corners. It lasts for 1 minute or until an enhanced
source of bright light dispells it.

DISRUPTIVE SHOCK
Kage Order: 6th level

Once per turn, when you hit a creature with a melee


weapon attack when you have advantage, or it fails a
saving throw against an effect that you control, you can
choose to roll a Martial Arts die and deal additional
psychic damage equal to the amount rolled.
You can use this feature a

number of times equal to your

proficiency bonus, as shown in the monk table. You


regain any

expended uses when you finish a short or

long rest.

ONE WITH DARKNESS


Kage Order: 11th level

You have learned to become one with the

shadows. When you are in an area of dim light or


darkness, you can use your action

to become invisible. You remain

invisible until you make an

attack, cast a power,


otherwise take a hostile

action, or are in an area

of bright light.

EXPANDENT CONTENT | ARCHETYPES | MONK


KYUZO ORDER
Monks of the Kyuzo Order turn weapon throwing into a RELENTLESS ASSAULT
true art form. Inspired by the skill of native kyuzo Kyuzo Order: 17th level

wielding their war helmets as both shield and weapon,


When you make multiple weapon attacks with thrown
these monks utilize any thrown object they can find to
weapons against the same target on your turn, each
defend themselves and others while they attack attack after the first gains a +1 bonus to its attack roll,
enemies from angles both surprising and devastating.
cumulatively, to a maximum bonus of +6.
INTERCEPT
Kyuzo Order: 3rd level

You gain proficiency in vibroweapons with

the thrown property and they become monk

weapons for you. Additionally, when you throw an


improvised weapon, you are considered proficient in it,
and it uses your Martial Arts die instead of its 1d4.
Additionally, you've learned to use thrown weapons
to intercept projectiles traveling towards your allies.
When you are wielding a weapon with which you are

proficient, and a creature within your weapon's

normal thrown range is hit by a ranged

attack, you can use your reaction to throw


your weapon to intercept the projectile. When

you do so, the damage the creature takes from

the attack is reduced by 1d10 + your Dexterity

modifier + your monk level. If the weapon has

the returning property, it then returns to your

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

You can curve your throws behind cover.

When you make an attack roll with a

weapon with the thrown property, you

can spend 1 focus point to cause

the target to gain no benefit from

shields or cover, unless that cover

is full cover.

EXPANDED CONTENT | ARCHETYPES | MONK


KRO VAR ORDER
Monks of the Kro Var Order—known as shapers— FIRE
utilize a unique power to bend the four elements to Your flaming weapon sheds bright light in a 10-foot
their will, creating effects as small as a floating flame to radius and dim light for an additional 10 feet, deals fire
quakes that sunder the earth. damage, and when you hit a creature with it, the
creature takes additional damage equal to half your
ELEMENTAL ATTUNEMENT focus ability modifier (minimum of one).
Kro Var Order: 3rd, 11th, and 17th level

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.

This range increases to 30 feet at 11th level and 60


feet at 17th level.
Additionally, as a bonus action on your turn, you can
spend 1 focus point to conjure a weapon made of

one of the four elements—air, earth, fire, or

water—which lasts for 1 minute. Your weapon

takes an appearance of your choice, it can only

be used by you, and you can't be disarmed of it

while you are conscious. You are proficient in this


weapon, which counts as a monk weapon for you

and uses your Martial Arts die for its damage rolls.

You can only have one of these weapons at a time,

and if you summon a new one the old one

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.

EXPANDED CONTENT | ARCHETYPES | MONK


ELEMENTAL ADEPT
Kro Var Order: 6th, 11th, and 17th level
30 feet long and 5 feet wide emanates from you in a
You gain two of the following features. You gain an direction you choose. Each creature in the line must
additional option at 11th and 17th level. make a Dexterity saving throw. A creature takes 3d8
You can use these features a combined number of fire damage on a failed save, or half as much damage
times equal to your proficiency bonus, as shown in the on a successful one.
monk table. You regain all expended uses when you
PATIENT BANTHA LISTENS
complete a long rest.
You reach out to the ground beneath you. You can use
While you have no remaining uses of this feature,
you can instead expend 2 focus points to use it. When your bonus action to gain tremorsense with a range of
30 feet and a burrow speed equal to your walking
you do so, your maximum focus points are reduced by
speed for up to 1 minute. Your movement leaves
2 until you complete a long rest.
behind a tunnel that remains for as long as this ability
BURNING EMBER FLOURISH is active, after which it collapses.
You can use your action to choose an area of flame
RUSH OF THE SHYRACK
that you can see and that fits within a 5-foot cube
As an action, you form a line of strong wind 60 feet
within 60 feet. You can extinguish the fire in that area,
long and 10 feet wide that blasts from you in a
and you create either fireworks or smoke when you do
direction you choose for one minute or until you lose
so.
concentration or dismiss the effect (no action
Fireworks. The target explodes with a dazzling
required). Each Large or smaller creature that starts its
display of colors. Each creature within 10 feet of the
turn in the line must succeed on a Strength saving
target must succeed on a Constitution saving throw or
throw or be pushed 15 feet away from you in a
become blinded until the end of your next turn.
direction following the line. Any creature in the line
Smoke. Thick black smoke spreads out from the
must spend 2 feet of movement for every 1 foot it
target in a 20-foot radius, moving around corners. The
moves when moving closer to you. The gust disperses
area of the smoke is heavily obscured. The smoke
gas or vapor, and it extinguishes candles, torches, and
persists for 1 minute or until a strong wind disperses it.
similar unprotected flames in the area. It causes
CURTAIN OF UNYIELDING WIND protected flames, such as those of lanterns, to dance
As an action, you call up a mighty gale, which swirls wildly and has a 50 percent chance to extinguish them.
around you in a 10-foot radius and moves with you, As a bonus action on each of your turns before the
remaining centered on you. The wind lasts for 10 effect ends, you can change the direction in which the
minutes. The wind deafens both you and other line blasts from you.
creatures in its area. It extinguishes unprotected
SHAPE THE RAINCLOUD
flames in its area that are torch-sized or smaller and
You can use your action pull water from air, and return
hedges out vapor, gas, and fog that can be dispersed
it to the atmosphere. In an open container, you can
by strong wind. The area is difficult terrain for
create up to 20 gallons of drinkable water. You may
creatures other than you and the attack rolls of ranged
also produce a rain that falls within a 30-foot cube and
weapon attacks have disadvantage if the attacks pass
extinguishes open-air flames. You can destroy the
in or out of the wind.
same amount of water in an open container, or destroy
CRUSHING HAND OF THE MOUNTAIN a 30-foot cube of fog.
As an action, you can choose a 5-foot-square
SWARMING ICE RABBIT
unoccupied space on the ground that you can see
As an action, you can cause a flurry of ice crystals to
within 30 feet. A Medium hand made from soil and
erupt from a point you can see within 90 feet. Each
stone, which lasts for 1 minute, rises in that space and
creature in a 5-foot-radius sphere centered on that
reaches for one Large or smaller creature you can see
point must make a Dexterity saving throw. On a failed
within 5 feet of it. The target must make a Strength
save, a creature takes 3d6 cold damage, and gains 1
saving throw. On a failed save, the target takes 2d6
slowed level until the start of your next turn. On a
kinetic damage and is restrained for the duration. As a
successful save, a creature takes half as much damage
bonus action on each of your turns, you can cause the
and isn't slowed.
hand to crush the restrained target, which must make
a Strength saving throw. It takes 2d6 kinetic damage on ELEMENTAL MASTER
a failed save, or half as much damage on a successful
one. To break out, the restrained creature can use its Kro Var Order: 11th and 17th level

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.

EXPANDED CONTENT | ARCHETYPES | MONK


EARTH REACHES FOR SKY
Prerequisite: Crushing Hand of the Mountain
  Part Water. You cause water in the area to move
  or Patient Bantha Listens
apart and create a trench. The trench extends across
As an action, you can choose a point you can see on the feature's area, and the separated water forms a
the ground within 120 feet. A fountain of churned wall to either side. The trench remains until the feature
earth and stone erupts in a 20-foot cube centered on ends or you choose a different effect. The water then
that point. Each creature in that area must make a slowly fills in the trench over the course of the next
Dexterity saving throw. A creature takes 3d12 kinetic round until the normal water level is restored.
damage on a failed save, or half as much damage on a Redirect Flow. You cause flowing water in the area
successful one. Additionally, the ground in that area to move in a direction you choose, even if the water
becomes difficult terrain until cleared. Each 5-foot- has to flow over obstacles, up walls, or in other unlikely
square portion of the area requires at least 1 minute to directions. The water in the area moves as you direct it,
clear by hand. but once it moves beyond the feature's area, it
resumes its flow based on the terrain conditions. The
RIDE THE WIND water continues to move in the direction you chose
Prerequisite: Curtain of Unyielding Wind
until the feature ends or you choose a different effect.
  or Rush of the Shyrack
Whirlpool. This effect requires a body of water at
As an action, you can gain a flying speed equal to your least 50 feet square and 25 feet deep. You cause a
movement speed for 10 minutes. You can hover while whirlpool to form in the center of the area. The
this technique is active, but when it ends, you fall if you whirlpool forms a vortex that is 5 feet wide at the base,
are still aloft, unless you can stop the fall. up to 50 feet wide at the top, and 25 feet tall. Any
creature or object in the water and within 25 feet of
RIVER OF HUNGRY FLAME
Prerequisite: Burning Ember Flourish
the vortex is pulled 10 feet toward it. A creature can
  or Hatchling's Flame
swim away from the vortex by making a Strength
(Athletics) check against your feature save DC. When a
As an action, you can create a wall of fire on a solid
surface within 120 feet. You can make the wall up to 60 creature enters the vortex for the first time on a turn
feet long, 20 feet high, and 1 foot thick, or a ringed wall or starts its turn there, it must make a Strength saving
throw. On a failed save, the creature takes 2d8 kinetic
up to 20 feet in diameter, 20 feet high, and 1 foot thick.
The wall is opaque and lasts for 1 minute. damage and is caught in the vortex until the feature
When the wall appears, each creature within its area ends. On a successful save, the creature takes half
damage, and isn't caught in the vortex. A creature
must make a Dexterity saving throw. On a failed save, a
caught in the vortex can use its action to try to swim
creature takes 5d8 fire damage, or half as much
away from the vortex as described above, but has
damage on a successful save.
disadvantage on the Strength (Athletics) check to do so.
One side of the wall, chosen by you when you use
The first time each turn that an object enters the
this feature, deals 5d8 fire damage to each creature
vortex, the object takes 2d8 kinetic damage; this
that ends its turn within 10 feet of that side of the wall.
damage occurs each round it remains in the vortex.
A creature takes the same damage when it enters the
wall for the first time on a turn or ends its turn there. ELEMENTAL PARAGON
The other side of the wall deals no damage.
Kro Var Order: 17th level

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.

EXPANDED CONTENT | ARCHETYPES | MONK


EMBODIMENT OF EARTH
You can use your action to create a 15-foot cube of Prerequisite: Earth Reaches for Sky

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

Dexterity saving throw or be knocked prone.


As an action, you cause flames to race across your
body, granting the following benefits until the start of At the start of each of your turns, you can use your
your next turn: bonus action to extend the benefits of this feature until
the start of your next turn, to a maximum duration of 1
You have resistance to fire damage.
minute. This effect ends immediately if you are
The flames shed bright light in a 30-foot radius and dim
incapacitated or die.
light for an additional 30 feet.
Any creature that moves within 5 feet of you for the AVATAR
first time on a turn or ends its turn there takes 1d10
Kro Var Order: 17th level

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.

EXPANDED CONTENT | ARCHETYPES | MONK


RAKATAN ORDER
Monks of the Rakatan Order believe in the harmony of
self with technology. They use tech to push themselves
beyond their body's natural limits.

TECHCASTING RAKATAN TECHCASTING


Rakatan Order: 3rd level Tech Powers
Tech
Max Power

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.

You regain the ability to do so after a long rest.


TECHCASTING ABILITY
Intelligence, Wisdom, or Charisma is your techcasting
ability for your tech powers (your choice). You use this
ability whenever a power refers to your techcasting   Patient Defense. While under the effects of your
ability. Additionally, you use this ability modifier when Patient Defense, when you are hit by an attack, you can
setting the saving throw DC for a tech power you cast use your reaction and roll your Martial Arts die to
and when making an attack roll with one. increase your AC against the attack.
Step of the Wind. While under the effects of your
Tech save DC = 8 + your proficiency bonus +
Step of the Wind, you can become immune to the
your techcasting ability modifer shocked condition, and have each slowed level only
reduce your speed by 5 feet, unless it would reduce
Tech attack modifier = your proficiency bonus +
your speed to 0.
your techcasting ability modifer
HARMONIOUS RAKATAN
TECHCASTING FOCUS
You use a wristpad (found in chapter 5) as a Rakatan Order: 11th level

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

Flurry of Blows, you can deal an additional 1d8 damage


of the same type. You learn and can cast one 5th-level tech power once
per long rest without expending tech points.

EXPANDED CONTENT | ARCHETYPES | MONK


TERAS KASI ORDER
Monks of the Teras Kasi Order are the ultimate Charging Wampa. Once per round, when you are
masters of unarmed martial arts combat. They learn forced to make a saving throw against a force power,
techniques to draw focus from the defeat of their your movement speed increases by 10 feet until the
enemies, resist the mental assaults of the Force, and end of your next turn.
unleash powerful rushes of strikes to subdue their Nexu Grin. When a creature you can see within 10 feet
foes. of you casts a force power that requires a force attack
roll against you or an an allied creature, you can use
FORREDARI STANCE your reaction and expend 1 focus point to impose
Teras Kasi Order: 3rd level
disadvantage on the attack roll. If the attack misses,
Your honed focus allows you to enter a stance of and the higher of the two d20 rolls would also miss, the
mental fortification and power. You can use your creature cannot cast that force power again until it
bonus action to enter this stance. When you do so, you completes a short or long rest.
unleash a flurry of blows on creatures of your choice Screaming Squill. Once per turn, when you hit a
that you can see within 10 feet of you. Each creature in creature that is concentrating on a force power and it
the area must make a Dexterity saving throw (DC = 8 + makes a Constitution saving throw to maintain
your bonus to attacks with the weapon) or take the concentration, the DC for the check equals your focus
weapon's normal damage. save DC, unless the DC for the Constitution saving
This stance lasts for 1 minute. While you are in this throw would be higher.
stance, you gain the following benefits:
These effects end early if you are incapacitated or
Death Weave. When you reduce a creature to 0 hit die. Once you've used this feature, you can't use it
points, you gain temporary hit points equal to your again until you finish a long rest.
focus ability modifier + half your monk level. While you have no remaining uses of this feature,
Gundark Slap. Once on each of your turns, when you you can instead expend 1 focus point to use it. When
hit a creature with an unarmed strike or a monk you do so, your maximum focus points are reduced by
weapon, you can choose to make it unable to take 1 until you complete a long rest.
reactions until the end of your next turn.
Sleeping Krayt. You can use your focus ability modifier MATTER OVER MIND
instead of Strength whenever you would make a Teras Kasi Order: 11th 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

would already have expertise in the check, you instead


your opponents with

have advantage on the roll.


precision and power.

You can use your


SPITTING RAWL
bonus action to enter

this stance, and


Teras Kasi Order: 17th level

when you do so,


You have learned to harness your strikes in a blistering
fury. On your turn, when a creature takes damage
you can also enter

your Forredari
from you three times, you can make up to three
additional unarmed strikes against the creature (no
Stance as a part of

action required). The first additional unarmed strike


this same bonus

action. This form


costs 1 focus point and deals 1d12 additional psychic
damage on a hit, and each unarmed strike after the
lasts for 1 minute.

first costs 1 additional focus point and deals 1d12


While you are in this

stance, you gain the


additional psychic damage on a hit, cumulatively.
following benefits:

EXPANDED CONTENT | ARCHETYPES | MONK


TRICKSTER ORDER
Monks of the Trickster Order embody the archetypal CLUMSY SWAY
role of the "trickster"— one who seemingly bumbles Trickster Order: 6th level

their way into good fortune. They employ a unique


You can move in sudden, swaying ways. You gain the
fighting style composed of slips, trips, and falls to
following benefits.
confuse and frustrate their enemies to no end.
Leap to Your Feet. When you're prone, you can
Whether your movements are actual foibles on your
stand up by spending 5 feet of movement, rather than
part or calculated strokes, they will surely leave others
half your speed.
guessing long after your time is past.
Redirect Attack. When a creature misses you with a
BUMBLING TECHNIQUE melee attack roll, you can spend 1 focus point as a
reaction to cause that attack to hit one creature of your
Trickster Order: 3rd level
choice, other than the attacker, that you can see within
Your martial arts technique mixes combat training with 5 feet of you.
the precision of a dancer and the antics of a jester. You
gain proficiency in Performance. LUCK OF THE FOOL
Additionally, you learn how to twist and turn quickly.
Trickster Order: 11th level

Whenever you use your bonus action to make an


You always seem to get a lucky bounce at the right
unarmed strike, creatures you hit can't make
moment. When you make an ability check, an attack
opportunity attacks against you, and your speed
roll, or a saving throw and have disadvantage, you can
increases by 10 feet until the end of your turn.
spend 2 focus points to instead have advantage for
that roll.

COMIC FRENZY
Trickster Order: 17th level

You gain the ability to make an overwhelming number


of attacks against a group of enemies. When you use
your Flurry of Blows, you can make up to three
additional attacks with it (up to a total of five Flurry of
Blows attacks), provided that each Flurry of Blows
attack targets a different creature this turn.

EXPANDED CONTENT | ARCHETYPES | MONK


WHILLS ORDER
Monks of the Whills Order hold the secrets of the Force GUIDED STRIKES
sacred, and dedicate their lives to defending ancient Whills 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

You gain proficiency in blaster pistols, blaster rifles, ion


pistols, ion rifles, and the lightbow, which are your
Whills weapons and are monk weapons for you. When
you are wielding a Whills weapon, you gain the
following benefits:

Your Whills weapons count as melee weapons for you,


and when you make a melee weapon attack with them,
you deal kinetic damage equal to your Martial Arts
Damage Die.
When you would make an unarmed strike

using your Martial Arts bonus action

or as a part of

your

Flurry of Blows, you can instead attack with a Whills


weapon you are wielding. You roll a d4 in place of the
normal damage of your Whills weapon when attacking
in this way. This die changes as you gain monk levels,
as shown in the Martial Arts column of the monk table.
When you would make a ranged weapon attack with a
Whills weapon, you can instead reload the weapon.

THE FORCE IS WITH YOU


Whills Order: 6th level

As you channel the Force through you, you gain the


following benefits:

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.

ONE WITH THE FORCE


Whills Order: 11th level

You learn how to enter a trance, preparing to unleash


yourself upon your enemy. While in this trance, you
can still talk and move. If you stay in the trance for at
least one minute, when you roll initiative, you can
make a ranged weapon attack on a number of
creatures up to your focus ability modifier (a minimum
of one) within 30 feet of you when you were in this
trance.
Once you've used this feature, you must complete a
short or long rest before you can use it again.

EXPANDED CONTENT | ARCHETYPES | MONK


BOLSTERING PRACTICE
Those operatives who choose the Bolstering Practice OPEN OPPORTUNITY
use precise strikes and brilliant use of small unit tactics Bolstering Practice: 9th level

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

When attempting to move stealthily as a group, you


Dash: The creature can move up to half their speed.
may choose a number of creatures equal to your
They must end this movement within 30 feet of you.
Charisma modifier. Those creatures may add their
Disengage: The creature can move up to 5 feet. If this
proficiency to any Dexterity (Stealth) checks they make
movement would provoke an opportunity attack, the
as long as they remain within 60 feet of you and they
opportunity attack is made with disadvantage.
do not already add their proficiency bonus.
Hide: The creature has advantage on the first attack
Additionally, each ally other than you that surprises a
roll they make before the end of their next turn against creature and hits it with an attack on their first turn in
a creature you successfully hide from. combat rolls two dice equal to the size of your Sneak
You can use this feature twice. You gain an additional Attack dice, dealing additional damage of the same
use at 5th, 9th, 13th, and 17th level. You regain all type to the creature.
expended uses when you finish a short or long rest.
SQUAD GOALS
FIRETEAM COMMANDER Bolstering Practice: 17th level

Bolstering Practice: 3rd level


You have such skill at maintaining the faith of your
You learn a number of squad maneuvers you can use allies that the very sight of you in danger can spur
to assist allies or exploit enemies. When you deal them into action. When you are hit by an attack, up to
Sneak Attack damage to a creature, you may choose to six allies within 60 feet of you that can see or hear you
forgo two of your Sneak Attack dice to make the attack and see the creature that hit you can make one
a squad maneuver. weapon attack against that creature (no action
required).
FORTIFYING STRIKE Once you've used this feature, you must complete a
You inspire a friendly creature within 60 feet of you short or long rest before you can use it again.
who can see or hear you and roll two Sneak Attack
dice. That ally immediately gains temporary hit points
equal to the amount of rolled.
REAFFIRMING STRIKE
You use the authority your attacks carry to help your
ally focus on the task at hand. Choose a creature within
60 feet of you who can see or hear you and that is
currently charmed or frightened by the creature you
would deal Sneak Attack damage to. The condition
immediately ends on that creature.
BOLSTERING STRIKE
You choose a friendly creature within 60 feet of you
who can see or hear you. Once before the start of your
next turn, if that creature hits the creature against
which you forwent two Sneak Attack damage dice, they
deal additional damage to the target equal to the
maximum of the two Sneak Attack dice.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


DISABLING PRACTICE
Those operatives who choose the Disabling Practice HIP TOSS
utilize a variety of pushes, pulls, weight shifts, and joint You attempt to throw your target to the ground. The
locks to immobilize their opponent. They use these target must make a Dexterity saving throw. On a failed
techniques to manipulate their opponent, moving save, the target is pushed back 5 feet, knocked prone,
them across the battlefield before incapacitating them. and stunned until the start of your next turn. This ends
the grapple.
CLINCH STRIKE
Disabling Practice: 3rd level
HUMAN SHIELD
You learn how to discourage, debilitate, and harm your Disabling Practice: 9th 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,

the target falls unconscious for 1 hour. Droids and


constructs can not be knocked unconscious in this

way.
DISARM
You attempt to disarm a weapon or other object

the target is holding. The target must make a Strength


saving throw. On a failed save, it releases the object. If
you have a free hand, you can catch the object.
Otherwise, it lands at your feet.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


LETHALITY PRACTICE
Those operatives who choose the Lethality Practice INFILTRATOR
hone their skills in the art of death. They use precise
and surprising attacks to dispatch their foes with fatal Lethality Practice: 9th level
efficiency. You have become a master at avoiding detection.
When you or a creature within 5 feet of you fails a
ASSASSINATE Dexterity (Stealth) check, you can use your reaction to
allow that creature to reroll the check. It must use the
Lethality Practice: 3rd level

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

LETHAL STRIKES You've become a master of instant death. When you


Lethality Practice: 3rd level
deal weapon damage to a creature that you are hidden
You learn how to read your foes and strikes their weak from or that is surprised, you can force it to make a
points. When you deal Sneak Attack damage to a Constitution saving throw against your lethal strike
creature, you may choose to forgo two of your Sneak save DC. On a failed save, double the damage of your
Attack dice to make the attack a lethal strike. attack against the creature, and you can't use this
Some of your lethal strikes require your target to feature again until you finish a long rest.
make a saving throw to resist the lethal strike's effects.
The saving throw DC is calculated as follows:

Lethal Strike save DC = 8 + your proficiency bonus +

your Dexterity modifier

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:

Highest ability score


Lowest ability score
Strongest saving throw
Weakest saving throw

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.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


MAVERICK PRACTICE
There are those who, when thrust into danger, use
unexpected methods to achieve victory. Those
operatives who choose the Maverick Practice draw on
a wide array of skills, learning new ways to apply them,
as their strongest asset. MAVERICK SUPERIORITY
Maneuvers
Superiority
Superiority

MAVERICK SUPERIORITY Level Known Dice Quantity Dice Size


Maverick Practice: 3rd level

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

SUPERIORITY DICE 13th 9 5 d10


You have two superiority dice, which are d4s, and you 14th 9 5 d10
earn more at higher levels, as shown in the Superiority
15th 10 5 d10
Dice Quantity column of the Maverick Superiority table.
This die changes as you gain operative levels, as shown 16th 10 5 d10
in the Superiority Dice Size column of the Maverick 17th 11 6 d12
Superiority table. A superiority die is expended when
18th 11 6 d12
you use it.
You regain all of your expended superiority dice 19th 12 6 d12
when you finish a short or long rest. 20th 12 6 d12
MANEUVER ABILITY
Your maneuver ability varies based on the type of the
maneuver you use. You use Strength, Dexterity, or
Constitution for physical maneuvers (your choice),
Intelligence, Wisdom, or Charisma for mental
maneuvers (your choice), and an ability of your choice PRACTICE MAKES PERFECT
for general maneuvers. You use this ability whenever a Maverick Practice: 13th and 17th level

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

As an action, you can choose to intensely focus for one


OUTPLAYED minute, gaining the following benefits:
Maverick Practice: 9th level

Once on each of your turns, when you use a maneuver,


When a creature fails a saving throw or ability check
against you or an effect you control, you don't need you can use a d4 instead of expending a superiority die.
advantage on your attack roll to use Sneak Attack, you You can't have disadvantage on ability checks or saving
can't have disadvantage on attack rolls against that throws.
creature, and that creature can't have advantage on Creatures can't have advantage on attack rolls against
ability checks and saving throws against effects you you.
control. These effects last until the end of your next Once you've used this feature, you must complete a
turn. long rest before you can use it again.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


PERFORMANCE PRACTICE
Some operatives choose to master finesse and timing FLEXIBLE BODY
through performance art. Those operatives who Performance Practice: 9th level
choose the Performance Practice become skilled
You are able to use your acrobatic talent to gain the
performers who prove especially deadly in close
upper hand in combat. You can use the bonus action
combat, able to find the rhythm of an attacker's strikes granted by your Cunning Action to shove or trip a
as easily as any song.
creature. When you do so, you can make a Dexterity
ARTFUL DANCER (Acrobatics) check instead of a Strength (Athletics)
check.
Performance Practice: 3rd level
Additionally, you now ignore difficult terrain, you can
Your training with music and dancing grants you move through space occupied by hostile creatures, and
certain benefits. You gain proficiency in the you can squeeze through smaller spaces without
Performance skill and one musical instrument of your expending extra movement.
choice.
Additionally, while you are not wearing armor or DANCE OF DEATH
wielding a medium or heavy shield, you can add half
Performance Practice: 13th level

your Charisma modifier to your AC as long as it doesn't


You can use your action to make a weapon attack
already include that modifier. against any number of creatures within 5 feet of you,
DAZZLING STEPS with a separate attack roll for each target. You can
choose to deal Sneak Attack damage to each creature
Performance Practice: 3rd level
you hit, but you can only roll half your number of
You learn to conduct impressive displays of grace and Sneak Attack dice per creature.
speed in combat. While you aren't wearing medium or Once you've used this feature, you must complete a
heavy armor or wielding a medium or heavy shield, short or long rest before you can use it again.
and you take the Attack action on your turn and attack
with a weapon with either the light or finesse MASTER OF DANCE
properties, your walking speed increases by 10 feet
Performance 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 +

your Charisma modifier

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

within your reach. The creature must make a

Dexterity saving throw. On a failed save, roll

two Sneak Attack dice. The creature takes

damage equal to the amount rolled. This

damage is of the same as your weapon's

damage.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


PUGNACITY PRACTICE
Those operatives who choose the Pugnacity Practice UNRELENTING ADVANCE
apply an atypical versatility to their actions, Pugnacity Practice: 13th level

comfortably dispatching foes from afar or face to face.


You have advantage on ability checks and saving
TOOLS OF THE TRADE throws against effects that would grapple or restrain
you. Additionally, if you are grappled or restrained, and
Pugnacity Practice: 3rd level
you could use your action to attempt to end the effect,
You've learned to move swiftly while wielding larger you can instead use your bonus action.
armaments. You gain proficiency with medium armor
and martial vibroweapons. If you are already proficient RAZOR FOCUS
in medium armor, you instead gain proficiency in Pugnacity Practice: 17th level

heavy armor. Additionally, you can deal Sneak Attack


You can enter a hyper-focused state of mind for 1
damage with any weapon, as long as it does not have
minute as a bonus action. You must maintain
the heavy or special properties. concentration, as if concentrating on a power. For the
Lastly, you don't need advantage on your attack roll duration, each time you successfully deal Sneak Attack
to use your Sneak Attack if no creature other than your
damage against a creature, you gain two additional
target is within 5 feet of you, as long as the target of Sneak Attack dice, cumulatively, as your attacks
the attack is below its hit point maximum. All the other become increasingly precise. These additional dice are
rules for the Sneak Attack class feature still apply to lost when your focus ends, whether through failing to
you. maintain concentration or after 1 minute.
BLITZ ATTACK The first time you use this feature, you suffer no ill
effect. If you use this feature again before you finish a
Pugnacity Practice: 3rd level
long rest, you suffer one level of exhaustion each time
You've learned ways to use your martial ability to boost you use it.
your combat performance. When you deal Sneak
Attack damage, you may choose to forgo two of your
Sneak Attack dice to make the attack a blitz attack.
Some of your blitz attacks require your target to
make a saving throw to resist the attack's effects. The
saving throw DC is as follows:

Blitz Attack save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier (your choice)

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.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


RUFFIAN PRACTICE
Those operatives who choose the Ruffian Practice use   If you succeed on the check and the creature is
rough-and-tumble tactics to handle any fight, big or hostile to you, it has disadvantage on attack rolls
small. They incite chaos and make devious moves that against targets other than you and can't make
keep their enemies reeling. opportunity attacks against targets other than you.
This effect lasts for 1 minute, until one of your
RAKISH AUDACITY companions attacks the target or affects it with a
Ruffian Practice: 3rd level
power, or until you and the target are more than 60
Your unmistakable confidence propels you into battle. feet apart.
You can add your Charisma modifier to your initiative If you succeed on the check and the creature isn't
rolls. hostile to you, it is charmed by you for 1 minute. While
Additionally, you don't need advantage on your charmed, it regards you as a friendly acquaintance.
attack roll to use your Sneak Attack if no creature other This effect ends immediately if you or your
than your target is within 5 feet of you, as long as the companions do anything harmful to it.
target of the attack is within 5 feet of you. All the other
rules for the Sneak Attack class feature still apply to ELEGANT MANEUVER
you. Ruffian Practice: 13th level

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.

NIMBLE STEP MASTER DUELIST


Ruffian Practice: 3rd level
Ruffian Practice: 17th level

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:

Nimble Step save DC = 8 + your proficiency bonus +

your Dexterity modifier.

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

Your charm becomes extraordinarily beguiling. As an


action, you can make a Charisma (Persuasion) check
contested by a creature's Wisdom (Insight) check. The
creature must be able to hear you, and the two of you
must share a language.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


SABOTEUR PRACTICE
Those operatives who choose the Saboteur Practice
enhance their fine-honed skills of stealth and agility
with tech, using advanced technology with the aid of a
tracker droid to sustain a longer assault.

BONUS PROFICIENCIES
Saboteur Practice: 3rd level

You gain proficiency in astrotech's implements.

TECHCASTING
Saboteur Practice: 3rd level

You have derived powers from schematics with the aid


of your wristpad. See chapter 10 for the general rules
of techcasting and chapter 12 for the tech powers list.
TECH POWERS KNOWN
You learn 3 tech powers of your choice, and you learn
more at higher levels, as shown in the Tech Powers
Known column of the Saboteur Practice Techcasting
table. You may not learn a tech power of a level higher
than your Max Power Level.
TECH POINTS
You have a number of tech points equal to half of your
operative level, as shown in the Tech Points column of
the Saboteur Practice Techcasting table, + your
Intelligence modifier. You use these tech points to cast
tech powers. You regain all expended tech points when
you finish a short or long rest.
MAX POWER LEVEL
Many tech powers can be overcharged, consuming
more tech points to create a greater effect. You can
overcharge these powers to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Saboteur Practice Techcasting
table.
You may only cast tech powers at 4th-level once.

You regain the ability to do so after a long rest.


TECHCASTING ABILITY
Intelligence is your techcasting ability for your tech
powers. You use your Intelligence whenever a

power refers to your techcasting ability.

Additionally, you use your Intelligence modifier when


setting the saving throw DC for a tech power you cast
and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus +

your Intelligence modifier

Tech attack modifier = your proficiency bonus +

your Intelligence modifier

TECHCASTING FOCUS
You use a wristpad (found in chapter 5) as a
techcasting focus for your tech powers.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


TRACKER DROID COMPANION
Saboteur Practice: 3rd, 5th, 9th, 13th, and 17th level

You learn to employ all the knowledge you've


accumulated to create and customize your own tracker SABOTEUR TECHCASTING
droid companion.
Create your tracker droid companion as detailed in Tech Powers
Tech
Max Power

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

Saboteur Practice: 9th level


You gain the ability to sabotage a tech power in the
If you are hidden from a creature when you cast a process of being cast. When a hostile creature casts a
power on it, the creature has disadvantage on any tech power, and you are the target of the tech power
saving throw it makes against the power this turn. or within its area of effect, you can use your reaction to
force that creature to make an Intelligence saving
ION PULSE throw against your tech save DC. On a successful save,
Saboteur Practice: 13th level
the power is cast as normal.
As a bonus action on your turn, you can expend one or On a failed save, you negate the power's effects, and
more of your tracker droid's Hit Dice to have it emit an the caster takes 1d6 lightning damage per level of the
pulse of ion energy. Each creature within 5 feet of your power it was casting. Additionally, on a failed save, the
tracker droid must make a Constitution saving throw caster's tech focus used to cast the tech power is
against your tech save DC. A creature takes ion overloaded and can't be used to cast tech powers for 1
damage for each Hit Die expended in this way on a minute.
failed save, or half as much as on a successful one. The At the end of each of the caster's turns, it can repeat
size of the damage die equals the size of your tracker the Intelligence saving throw. On a success, it can use
droid's Hit Die. Any electronics not being worn or the tech focus to cast tech powers again.
carried within the blast radius are disabled until Once you've used this feature, you can't use it again
rebooted. until you finish a long rest.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


SAWBONES PRACTICE
Those operatives who choose the Sawbones Practice SWIFT SURGERY
have studied the humanoid body on a more intimate Sawbones Practice: 9th 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

Sawbones Practice: 3rd level


Your knowledge of medicine allows you to partition
You gain proficiency in Medicine, and you can use your and ration healing supplies very effectively, without
Intelligence modifier instead of your Wisdom modifier impacting its potency. Over the course of 1 hour, which
for checks made with it. can be done during a rest, you can carefully measure
Additionally, you can expend one use of a traumakit and mark out dosages of a medpac within reach. The
to help revitalize your wounded allies during a short medpac can now be used twice before it is consumed.
rest. If you or any friendly creatures within 30 feet of At your DM's discretion, you may be able to use this
you regain hit points at the end of the short rest by feature on other pacs, stims, or adrenals, most likely
spending one or more Hit Dice, each of those creatures involving an ability check to succeed.
regains an extra 1d6 hit points.
The extra hit points increase when you reach certain SELF-SUSTAIN
levels in this class: to 1d8 at 9th level, to 1d10 at 13th
level, and to 1d12 at 17th level. Sawbones Practice: 17th level

You have advantage on death saving throws.


DEBILITATING STRIKE Additionally, when you are stabilized, you regain 1 hit
point. Once you've used this feature, you can't use it
Sawbones Practice: 3rd level
again until you finish a short or long rest.
You learn to apply your anatomical knowledge in direct
combat, in order to hinder your targets. When you deal
Sneak Attack damage to a creature, you may choose to
forgo two of your Sneak Attack Dice in order to hinder
the creature, provided they have the appropiate
physiology.
Some of your debilitating strikes require your target
to make a saving throw to resist the debilitating strike's
effects. The saving throw DC is calculated as follows:

Debilitating Strike save DC = 8 + your proficiency


bonus + your Intelligence modifier.

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.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


SCRAPPER PRACTICE
Those operatives who choose the Scrapper Practice BRUTAL HIT
don't have the time or patience for the fair fight. They You attempt to knock the target prone while within 15
utilize close-quarters blaster combat blended with feet of it. The target must make a Strength saving
underhanded tactics to surprise and disable their foes. throw or be knocked prone.

BACK BLAST LOW BLOW


You attempt to stun the target while within 15 feet of it.
Scrapper Practice: 3rd level

The target must make a Constitution saving throw or


You gain proficiency in all blasters with the burst or
be stunned until the start of its next turn.
rapid property that lack the two-handed property.
Additionally, when a creature fails a saving throw SHANK SHOT
against the burst or rapid property of a weapon you You attempt to hamper the target while within 15 feet
control and with which you are proficient, you can of it. The target must make a Dexterity saving throw. If
apply your Sneak Attack damage to one creature dealt it fails, it gains 1 slowed level and makes Dexterity
damage in this way as long as that creature didn't have saving throws with disadvantage until the end of its
advantage on the save. next turn.
When you reach 9th level in this class, when multiple
creatures fail a saving throw against the burst property SLEIGHT OF FOOT
of a weapon you control and with which you are Scrapper Practice: 9th level

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 +

your Charisma modifier DOUBLE TAP


Scrapper Practice: 17th level

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.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


SHADOW KILLER PRACTICE
Those operatives who choose the Shadow Killer POISONER
Practice are master assassins, the spiritual
practitioners who combine their finely honed skills with Shadow Killer Practice: 9th level

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

Additionally, when you apply poison to a weapon or


  level

its ammunition, that poison can affect an additional hit


You gain proficiency with the poisoner's kit, and you
or an additional piece of ammunition, and when you
can apply a poison as a bonus action.
deal Sneak Attack damage with an attack that would
Additionally, you learn to create a number of special
include poison damage, you can change your Sneak
poison vials. Over the course of a short or long rest,
Attack damage to poison damage.
you can create two doses of poison. You must have a
poisoner's kit in order to create these doses. Your ONE WITH THE DARK
doses can only be used by you, and they lose their
potency at the end of your next short or long rest. Shadow Killer Practice: 13th level

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.

DARK ARTS SHADES OF NIGHT


Shadow Killer Practice: 3rd level
Shadow Killer Practice: 17th level

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.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE


ARCHAEOLOGIST PURSUIT
Archaeologists are those who study the remnants of
historical civilizations. Those scholars who choose the
Archaeologist Pursuit are driven by a desire to uncover
the past, forming a connection to the lives of those that
came before, and unlocking within themselves a ARCHAEOLOGIST FORCECASTING
connection not just to history, but to the Force itself.
Force Powers
Force
Max Power

STUDIOUS EXCAVATOR Level Known Points Level


3rd 4 3 1st
Archaeologist Pursuit: 3rd level

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.

Force save DC = 8 + your proficiency bonus +

your forcecasting ability modifier

Force attack modifier = your proficiency bonus +

your forcecasting ability modifier

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


PSYCHOMETRIC ANALYSIS
Archaeologist Pursuit: 9th level
FORCE COMBAT KNOWLEDGE
Your strength in the Force and your ability to read the Your research into Jedi and Sith combat techniques has
objects around you intensifies. You can use your allowed you to gain proficiency in simple lightweapons.
Critical Analysis to analyze an object of Huge size or Additionally, you gain knowledge of one lightsaber
smaller that you can see within range. When you do so, form of your choice.
you learn whether or not the object is enhanced,
cursed, and how old it is. IT BELONGS IN A MUSEUM
Additionally, you can end your Critical Analysis on Prerequisite: 9th level

Your knowledge of antiquities is unparalleled. When


the object (no action required) to ask it a single
you make an Intelligence (Lore) check or an ability
question and receive an answer, usually in the form of
an auditory or visual hallucination. For example, check with your archaeologist kit, you may treat any
roll of a 9 or lower as a 10.
touching the rusted, broken remains of a lightsaber
and asking how it got there may result in a brief vision LOCALIZED SURVEY
of a disgruntled Jedi Knight casting it to the ground on Prerequisite: 13th level

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.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


CHEF PURSUIT
Without it empires fall, armies dissolve into   These benefits last until the end of the creature's
nothingness, and species are forgotten with the next long rest or 24 hours have passed. This feature
passage of time. A favored tool of assassins, crime has no effect on droids or constructs.
lords, and moguls: food. Those scholars who choose
the Chef Pursuit know the importance and power that CHEF DISCOVERIES
food carries. When you select this pursuit, you gain access to new
discoveries which reflect the progress of your studies
CULINARY KNOWLEDGE into the culinary arts. Whenever you learn a new
Chef Pursuit: 3rd level
discovery, you can choose from any of the following as
You gain proficiency with chef's kits and your choice of well. The discoveries are listed in alphabetical order.
the Nature or Survival skills. Additionally, you can't
have disadvantage on checks you make with them. ALLERGENS
As a bonus action while preparing or touching food,
EMERGENCY SUPPLEMENTS you may expend a superiority die and add to it an
irritating allergen. At the start of each of its turns, a
Chef Pursuit: 3rd level

creature that consumes this food must make a


You are prepared to assist allies with specially
Constitution saving throw. On a failed save, it subtracts
prepared, instantly effective supplements. When an
half the result of your superiority die (minimum of one)
ally is the target of your Critical Analysis feature and
from the first ability check, attack roll, or saving throws
within 5 feet of you, you may expend a superiority die
it makes before the start of its next turn. The effect of
and give that ally the benefits of any discovery that
this maneuver ends when the creature completes its
utilizes a superiority die and is exclusive to the Chef
next long rest or 24 hours have passed. This maneuver
Pursuit, regardless of whether or not you've chosen it.
has no effect on droids or constructs.
Once you've used this feature, you must complete a
short or long rest before you can use it again. ALTERNATIVE FUEL
Any of your chef features, maneuvers, or discoveries
BALANCED DIET can now affect droids and constructs.
Chef Pursuit: 6th level

Your cooking is so nutritionally balanced that it allows BANQUET


allies to stave off the effects of continued rigorous Prerequisite: 17th level, Full Course

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.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


ENERGIZERS SECRET INGREDIENT
At the end of a short or long rest you may expend a If you or any friendly creature that has consumed food
superiority die and choose a number of friendly made by you during their last short or long rest gains
creatures up to your maneuver modifier (minimum of temporary hit points, the number of temporary hit
one), if they ate food you prepared. Each creature has points they gain increases by an amount equal to your
their walking speed increased by 10 until the end of Critical Analysis ability modifer.
their next short or long rest. This maneuver has no
effect on droids or constructs. SPICE OF LIFE
Any food you prepare over a short or long rest carries
ENHANCERS with it an additional warming effect. Creatures that
At the end of a short or long rest you may expend a consume it are considered adapted to cold climates, as
superiority die and choose a number of friendly described in chapter 5 of the Dungeon Master's Guide,
creatures up to your maneuver modifier (minimum of until the end of the creature's next long rest or 24
one), if they ate food you prepared. Once before the hours have passed. Additionally, the first time a
end of their next short or long rest, affected targets creature who eats your food takes cold damage before
may add the result of the superiority die to a damage the end of their next short or long rest, they are
roll that would affect only one target. This maneuver considered resistant to the damage.
has no effect on droids or constructs.
SUPPLEMENTS
FILLING MEAL At the end of a short or long rest you may expend a
Prerequisite: 7th level
superiority die and choose a number of friendly
Over the course of a long or short rest, you may utilize creatures up to your maneuver modifier (minimum of
up to two different maneuvers from this archetype, one), if they ate food you prepared. Once before the
rather than one. end of their next short or long rest, affected targets
may add the result of the superiority die to one ability
FULL COURSE check, attack roll, or saving throw. The creature can
Prerequisite: 12th level, Filling Meal
wait until after it rolls the d20 before deciding to use
Over the course of a long or short rest, you may utilize this feature, but must decide before the DM says
an additional maneuver from this archetype (total of whether the roll succeeds or fails. This maneuver has
three). no effect on droids or constructs.
HEALTH FOOD VITAMINS
At the end of a short or long rest you may expend a At the end of a short or long rest you may expend a
superiority die and choose a number of friendly superiority die and choose a number of friendly
creatures up to your maneuver modifier (minimum of creatures up to your maneuver modifier (minimum of
one), if they ate food you prepared. Each creature one), if they ate food you prepared. Each creature
gains a number of temporary hit points equal to twice gains proficiency in Constitution saving throws until the
the number you roll on the superiority die. This end of their next short or long rest. If a creature was
maneuver has no effect on droids or constructs. already proficient in Constitution saving throws, they
instead become proficient in a saving throw of your
MUSCLE RELAXANTS
As a bonus action while preparing or touching food, choice. This maneuver has no effect on droids or
you may expend a superiority die and add to it a fast constructs.
acting muscle relaxant. At the start of each of its turns,
a creature that consumes this food must make a
Constitution saving throw. On a failed save, it subtracts
the result of your superiority die from the first damage
roll it makes before the start of its next turn. The effect
of this maneuver ends when the creature completes its
next long rest or 24 hours have passed. This maneuver
has no effect on droids or constructs.
ON THE ROCKS
Any food you prepare over a short or long rest carries
with it an additional cooling effect. Creatures that
consume it are considered adapted to hot climates, as
described in chapter 5 of the Dungeon Master's Guide,
until the end of the creature's next long rest or 24
hours have passed. Additionally, the first time a
creature who eats your food takes fire damage before
the end of their next short or long rest, they are
considered resistant to the damage.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


DETECTIVE PURSUIT
Some individuals learn to hone their instincts to DETECTIVE DISCOVERIES
investigate and discover that which others can't see.
Those scholars who choose the Detective Pursuit train When you select this pursuit, you gain access to new
themselves to see the things that others miss, gaining a discoveries which reflect your investigative prowess.
unique—and powerful—perspective. Whenever you learn a new discovery, you can choose
from any of the following as well. The discoveries are
MARTIAL TRAINING listed in alphabetical order.
Detective Pursuit: 3rd level
ATHLETIC
You gain proficiency in martial vibroweapons and the You gain your choice of a climbing, crawling, or
Investigation skill. Additionally, you can't have swimming speed equal to your walking speed.
disadvantage on checks you make with it.
BRAWLER ADEPT
INTELLIGENT APPLICATIONS Prerequisite: 5th level

Detective Pursuit: 3rd level


Your unarmed strike damage increases by one step
When you analyze a hostile creature with your Critical (from 1 to d4, d4 to d6, or d6 to d8). Additionally, your
Analysis, you can use your Critical Analysis ability unarmed strikes and count as enhanced for the
modifer with any weapon, as long as it does not have purpose of overcoming resistance and immunity to
the heavy or special properties. unenhanced attacks and damage.

EXTRA ATTACK EYE FOR ATTIRE


Prerequisite: 5th level

Detective Pursuit: 6th level


As an action, you can touch a suit of armor that isn't
You can attack twice, instead of once, whenever you being worn or carried by a hostile creature and
take the Attack action on your turn. instantly don it, provided you aren't wearing armor
already.
SHARP INSTINCTS
Detective Pursuit: 9th level
EYE FOR DETAIL
Once on each of your turns, when you hit the target of You take the Search action as a bonus action.
your Critical Analysis with a melee weapon attack, you EAR FOR DECEIT
can make a Wisdom (Insight) check contested by the
Whenever you make a Wisdom (Insight) check to
target's Charisma (Deception) check. If you win the
determine whether a creature is lying, treat a roll of 7
contest, you deal an additional 1d8 damage to the or lower on the d20 as an 8.
target, which is the same type as the weapon's damage
This die increases to d10 at 13th level and d12 at FIGHTING STYLE
17th level. You adopt a particular style of fighting as your
specialty. Choose one of the fighting style options,
DISCOMBOBULATE detailed in Chapter 6 of the Player's Handbook.
Detective Pursuit: 17th level

When you use a scholar maneuver on a hostile SCRAPPER'S ARMOR


creature, you can force that target to make a Wisdom Prerequisite: 5th level

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

You can see the true form of any shapechanger or


creature concealed by illusion while the creature is
within 30 feet of you and within line of sight.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


EXPLORER PURSUIT
The explorer strives to navigate past the known to DUNGEON EXPLORER
discover new planets, forgotten ruins, or forbidden You have advantage on Wisdom (Perception) checks
locations. Those scholars who choose the Explorer and Intelligence (Investigation) checks to locate any
Pursuit spend their time studying maps, landmarks, secret doors or traps, and you have resistance to
architecture blue prints, or even history books, using damage dealt by traps.
them to effectively lead the way for their companions. Additionally, you can use your Sage Advice feature to
teach friendly creatures about various types of traps,
FOCUSED NAVIGATOR following the same rules of that feature. When you do
Explorer Pursuit: 3rd level
so, the chosen creatures have resistance to damage
You gain proficiency in two of the Perception, Piloting, dealt by traps.
Survival, and Acrobatics skills. Additionally, you can't
have disadvantage on checks you make with them. GALACTIC EXPLORER
Prerequisite: 9th level

SURVEYED AREA When you make an Intelligence (Piloting) check and


add your proficiency bonus to the check, treat any roll
Explorer Pursuit: 3rd level

of 9 or lower as if you had rolled a 10.


You can now use your Critical Analysis feature on a 15-
foot cube area within 60 feet of you that you can see. GRAPPLING HUNTER
You can treat any creatures inside this cube as if they Prerequisite: 5th 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

When you use the Surveyed Area feature, the area


affected is a 30-foot cube instead of a 15-foot cube.

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

You treat one-quarter cover as half cover, half cover as


three-quarters cover, and three-quarters cover as full
cover. Additionally, while you are in cover, Dexterity
(Stealth) checks you make gain a bonus equal to your
Critical Analysis ability modifer (minimum of +1).

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


GENETICIST PURSUIT
Throughout the galaxy there exists scientists who focus MUTAGENIC TRANSFORMATION
on unraveling the mysteries contained within the Geneticist Pursuit: 6th level

bodies of the divese sentients of the galaxy. Those


When you target yourself with your Critical Analysis
scholars who choose the Geneticist Pursuit put their
feature, you can choose to undergo a mutagenic
knowledge into practice, splicing their own genetic transformation. Your form shifts, exaggerating and
material to become superior beings... or monsters.
strengthening your geneticist discoveries for 1 hour.
GENESPLICER'S METHODS You gain the following benefits:
Geneticist Pursuit: 3rd level
You can attack twice, instead of once, whenever you
You gain proficiency with geneticist's implements and take the Attack action on your turn.
your choice of Medicine or Survival skills. Additionally, Your Strength score becomes equal to your Critical
you can't have disadvantage on checks you make with Analysis score.
them. You gain a bonus to your AC equal to half your Critical
Analysis ability modifer (minimum of +1) if it doesn't
MUTAGENIC ANALYSIS already include that modifier.
Geneticist Pursuit: 3rd 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

Your genetic alterations make you immune to poison


and disease. Additionally, you have resistance to
poison damage.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


CHIMERIC ADAPTATION
Geneticist Pursuit: 17th level
ENHANCED MUSCULATURE
Your genetic modifications have reached new heights. Your carrying capacity and the weight you can push,
When you complete a short or long rest, you can drag, or lift doubles. If it would already double, it
choose one of the following features. When you instead triples. Additionally, when you make a long
undergo your mutagenic transformation, you also gain jump, you can cover a number of feet up to twice your
the benefits of the chosen feature for the duration. You Strength score. When you make a high jump, you can
can only have one of these features at a time. leap a number of feet up into the air equal to 3 + twice
your Strength modifier. When you undergo your
ASPECT OF THE TERENTATEK mutagenic transformation, you have advantage on
You gain proficiency in Wisdom and Charisma saving Strength checks and Strength saving throws for the
throws. Additionally, you have advantage on saving duration.
throws against force powers, and when a creature
within 30 feet of you casts a force power, you can use ICARIAN MUTATION
your reaction to move up to half your speed towards You sprout a pair of winged arms. You gain a flying
the creature. You must end this movement closer to speed equal to half your walking speed. You can only
the creature than you started. If you end this gain the benefit of items held by two of your arms at
movement within 5 feet of the creature, you can make any given time, and once per round you can switch
one melee attack against the creature (no action which arms you are benefiting from (no action
required). required). When you undergo your mutagenic
transformation, your flying speed increases to your full
ASPECT OF THE RANCOR walking speed, and you can use your bonus action to
You gain proficiency in Strength and Constitution take the Dash action for the duration.
saving throws. Additionally, you gain immunity to the
frightened condition,
and when you deal damage with MUTAGENIC HARDINESS
a weapon or unarmed strike, you can deal an Your hit point maximum increases by a number equal
additional 1d8 damage of the same type as the to your level, and it increases by 1 every time you gain
weapon's damage. a level. When you undergo your mutagenic
transformation, and at the beginning of each of your
ASPECT OF THE VARACTYL turns, you gain temporary hit points equal to your half
You gain proficiency in Dexterity and Intelligence your scholar level + your Critical Analysis ability
saving throws. Additionally, your speed increases by 10 modifer for the duration.
feet, your attack rolls can't suffer from disadvantage,
creatures can't have advantage on attack rolls against PREDATORY SENSES
you, and each slowed level only reduces your speed by You have darkvision out to 60 feet. If you already have
5 feet, unless it would reduce your speed to 0. darkvision, its range instead increases by 30 feet. When
you undergo your mutagenic transformation, you gain
GENETICIST DISCOVERIES advantage on Wisdom (Perception) checks that rely on
When you select this pursuit, you gain access to new smell for the duration. Additionally, you can track
discoveries which reflect the changes you have caused creatures that have left a scent in the last 24 hours.
your own body to undergo. Whenever you learn a new UNDERGROUND ADAPTATION
discovery, you can choose from any of the following as You gain a burrowing speed equal to your walking
well. The discoveries are listed in alphabetical order. speed and you can tunnel through solid rock at a rate
ADAPTED HIDE of 1 foot per round. In order to use this speed, you
When you aren't wearing armor, your AC is 13 + your must have two free hands. When you undergo your
Dexterity modifier. Additionally, you are adapted to hot mutagenic transformation, you gain tremorsense out
or cold climates (your choice), as described in chapter 5 to 30 feet for the duration. You can detect and pinpoint
of the Dungeon Master's Guide. When you undergo the origin of vibrations within a specific radius,
your mutagenic transformation, you add your full provided that monster and the source of the vibrations
Critical Analysis ability modifer, instead of half, to your are in contact with the same ground or substance.
AC for the duration. Tremorsense can't be used to detect flying or
incorporeal creatures.
ATMOSPHERIC ADAPTATION
You can breathe air and water. When you undergo UNNATURAL WEAPONRY
your mutagenic transformation, you no longer need to You sprout claws or some other natural weapon. Your
breathe, and you can survive up to one hour within the unarmed strikes deal 1d4 kinetic damage, and you can
vacuum of space for the duration. use your choice of your Strength, Dexterity, or Critical
Analysis ability modifer for the attack and damage
rolls. You must use the same modifier for both rolls.
When you undergo your mutagenic transformation,
your unarmed strikes increase to a d6 and are
considered enhanced for the duration. Additionally,
you deal an additional 1d4 acid, lightning, or poison
damage when you hit with them.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


OCCULTIST PURSUIT
Occultists research the obscure practitioners of VOODOO DOLL
mystical arts, from witches to shamans to sorcerers.
Those scholars who choose the Occultist Pursuit learn Occultist 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

of the hour, the creature must make a Wisdom saving


You gain proficiency in the Lore and Nature skills.
throw against your maneuver save DC. This saving
Additionally, you can't have disadvantage on checks
throw is modified by how well you know the target and
you make with them.
the sort of physical connection you have to it, as shown
CURSE OF OBJURGATION in the Knowledge Save Modifier and Connection Save
Modifier tables below.
Occultist Pursuit: 3rd, 5th, 9th, 13th, and 17th 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:

Burn: The target must succeed on a Wisdom saving


throw. On a failed save, the target believes it is burning.
While burning in this way, the target has has
disadvantage on attack rolls made with Strength or
Dexterity. This effect lasts for 1 hour.
Pain: The target must succeed on a Constitution saving
throw or be wracked with pain for 1 hour. While in pain
in this way, the target takes an additional 1d4 psychic
damage whenever it takes damage.
Stab: The target must succeed on a Dexterity saving
throw or gain 2 slowed levels and fall prone. The
slowed levels effect lasts for 1 hour.

The target can only be under 1 effect at a time. When


you use a new effect, any existing effects end. Placing
an effect on a target requires maintaining your
concentration, as if concentrating on a power.
You can use this feature twice. You regain all
expended uses when you finish a long rest.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


TOIL AND TROUBLE OCCULTIST DISCOVERIES
Occultist Pursuit: 17th level
When you select this pursuit, you gain access to new
You perfect your control of your curses, granting them discoveries which reflect your research on the occult.
unmatched potency. When the target of your Curse of Whenever you learn a new discovery, you can choose
Objurgation fails a saving throw against one of your from any of the following as well. The discoveries are
maneuvers, you can choose to amplify that maneuver listed in alphabetical order.
by expending a number of Hit Dice of your choice. The
target immediately takes 1d8 psychic damage for every ARCANE MEMBRANE
Hit Die spent in this way. You have advantage on Intelligence (Lore) or
Additionally, when a creature attempts to use a Intelligence (Nature) checks.
power like remove curse or other similar abilities to EVIL EYE
remove a curse you set, they must roll a Wisdom or Prerequisite: 5th level

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

When a creature marked by your Curse of Objurgation


is reduced to 0 hit points, you can use a reaction and
expend a Hit Die to immediately regain a use of your
Curse of Objurgation.

HEXES AND SUPERSTITIONS


When you roll a 13 on an ability check, you treat it as if
you rolled a 20.
NATURAL KARMA
Before you use a maneuver or power to set a curse on
a target you can see, you can make a contested
Dexterity (Sleight of Hand) check against the target's
Wisdom (Insight) check. On a success, the target is
unaware you set the curse on them.
SAVAGE SORTILEGE
Prerequisite: 13th level

You ignore resistance to psychic damage, and you have


resistance to psychic damage.
SUPERNATURAL VIGOR
At the end of a long rest, you can choose one creature
you can see within 30 feet (this includes you) to imbue
with unnatural power. The creature's hit point
maximum and current hit points increase by an
amount equal to your scholar level, and it has
advantage on Constitution saving throws made to
avoid exhaustion. Both effects end after 8 hours.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


SLICER PURSUIT
Across the galaxy one can find numerous pseudonyms
and false identities belonging to the hackers and cyber-
infiltrators that call the world of electronics home.
Those scholars who choose the Slicer Pursuit put their
impressive intellectual prowess to work in the field of SLICER TECHCASTING
technology, to ends both benevolent and malicious. Tech Powers
Tech
Max Power

Level Known Points Level


HACKER'S DISPOSITION
3rd 3 2 1st
Slicer Pursuit: 3rd 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

TECH POINTS 16th 16 8 3rd


You have a number of tech points equal to half of your 17th 17 9 4th
scholar level, as shown in the Tech Points column of 18th 18 9 4th
the Slicer Pursuit Techcasting table, + your Intelligence
modifier. You use these tech points to cast tech 19th 19 10 4th
powers. You regain all expended tech points when you 20th 20 10 4th
finish a short or long rest.
MAX POWER LEVEL
Many tech powers can be overcharged, consuming
more tech points to create a greater effect. You can
overcharge these powers to a maximum level, which
increases at higher levels, as shown in the Max Power SYSTEMS HIJACK
Level column of the Slicer Pursuit Techcasting table. Also at 3rd level, when the target of your Critical
You may only cast tech powers at 4th-level once. You Analysis is a droid or construct, or wearing or holding a
regain the ability to do so after a long rest. techcasting focus, that creature is a viable target for
any tech powers with you cast with a range of touch.
TECHCASTING ABILITY Additionally, when the target of your Critical Analysis
Intelligence is your techcasting ability for your tech casts a tech power, you can use your reaction to
powers. You use your Intelligence whenever a power identify the tech power being cast, and at what level.
refers to your techcasting ability. Additionally, you use
your Intelligence modifier when setting the saving
throw DC for a tech power you cast and when making
an attack roll with one.

Tech save DC = 8 + your proficiency bonus +

your Intelligence modifier

Tech attack modifier = your proficiency bonus +

your Intelligence modifier

TECHCASTING FOCUS
You use a wristpad (found in chapter 5 of the Player's
Handbook) as a tech focus for your tech powers.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


POTENT PROGRAMMING SLICER DISCOVERIES
Slicer Pursuit: 6th level
When you select this pursuit, you gain access to new
When a creature succeeds on a saving throw against discoveries which reflect your understanding of tech
an at-will tech power you cast that deals damage, the casting. Whenever you learn a new discovery, you can
creature takes half the power's damage, but suffers no choose from any of the following as well. The
additional effects of the power. discoveries are listed in alphabetical order.

REDIRECT ERROR ADMINISTRATOR'S LOG


If you spend at least 10 minutes working on a
Slicer Pursuit: 9th level

computer or terminal, you can get a full list of users


When the target of your Critical Analysis feature casts a
who have accessed the machine within the past 24
tech power that affects an area, you can use your
hours. Over the course of a long rest, you may then
reaction to cause that power to instead affect an area
form a facsimile of identification that would allow you
in a 10-foot-radius sphere centered on the caster.
to pass yourself off as that person when accessing
Once you've used this feature, you must complete a
machines.
long rest before you can use it again.
BACKDOOR EGRESS
SYSTEM OVERRIDE When you cast a tech power that affects an area and
Slicer Pursuit: 17th level
requires a saving throw, and you are inside that
You know how to quickly activate anti-tech subroutines power's area, you can use your reaction to move up to
you have encoded into your wristpad. You can cast the half your speed without provoking opportunity attacks.
diminish tech and tech override powers at 3rd level If you end this movement outside the area affected by
without expending tech points. If the target is the the tech power, you do not have to make a saving
target of your Critical Analysis, you have advantage on throw to avoid its effects.
the techcasting ability check for these powers.
You can use this feature three times. You regain all INTELLIGENCE CORE OVERRIDE
expended uses when you finish a long rest. Prerequisite: 9th level

You can cast the override interface tech power at 5th


level without spending tech points.
Once you've used this feature, you must complete a
long rest before you can use it again.
RESOURCE APPROPRIATION
Prerequisite: 11th level

If you reduce the target of your Critical Analysis feature


to 0 hit points, and it has tech point remaining, you
may choose to gain any tech points it had remaining.
Your current tech points cannot exceed your tech point
maximum.
Once you've used this feature, you must complete a
short or long rest before you can use it again.
SKILLFUL CASTING
When you hit a creature with an at-will tech power that
requires an attack roll, you may treat that attack roll as
a weapon attack for the purpose of using maneuvers.
SLEEPER PROGRAM
Whenever you cast a tech power with a casting time of
1 action, you can choose to delay the power's
activation up to a minute. When you do so, you cast
the power as normal, but holds its energy for the
duration of the delay. Holding onto the power's effect
requires concentration. If your concentration is broken
before the delay ends, the power dissipates without
taking effect. You can use your reaction to activate the
power at any time.
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 long rest.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


ZOOLOGIST PURSUIT
Many academics develop an affinity for nature,
studying the vast fauna that inhabit the different
planets throughout the galaxy. Those scholars who
choose the Zoologist Pursuit capitalize on their
knowledge of animals, developing a strong bond with a
companion with whom they gain an advantage on the
battlefield.

WILDERNESS EXPERT
Zoologist Pursuit: 3rd level

You gain proficiency in Animal Handling, and you have


advantage on Wisdom (Animal Handling) checks.
Additionally, you can't have disadvantage on Wisdom
(Animal Handling) checks.

BEAST COMPANION
Zoologist Pursuit: 3rd, 11th, and 17th level

You learn to employ all the knowledge you've


accumulated to forge a powerful bond with your own
beast companion.
Create your beast companion as detailed in the
Companions section of the Customization Options
document for Expanded Content.
In addition to its traits and features, your beast
companion gains additional benefits while it is bonded
to you:

Your beast gains two additional traits. It gains one


more additional trait when you reach 11th level in this
class. For each beast trait in excess of your proficiency
bonus, your number of available Hit Dice that can be
spend to restore hit points is reduced by 1.

Lastly, while bonded and within 10 feet of you, your


beast companion gains a bonus to ability checks,
armor class, attack rolls, damage rolls, and saving
throws equal to half your Critical Analysis ability
modifer (minimum of +1).
This radius increases to 30 feet at 11th level,

and 60 feet at 17th level.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


VICIOUS HUNTING
Zoologist Pursuit: 6th level
HOLOCAM ATTACHMENT
Your beast companion's strikes count as enhanced for You have learned how to safely attach a holocam on
the purpose of overcoming resistance and immunity to the head of the companion. You learn the tracker droid
unenhanced attacks and damage. Additionally, when interface tech power, your beast becomes a valid
your beast makes an attack roll, ability check, or saving target of this power, and when you cast this power
throw, you may expend a superiority die and apply the targeting your beast, you do so without spending tech
benefits of a maneuver you know from this class, as if points. You require use of a wristpad for this power.
you had taken the action yourself.
NEAT TRICKS
BESTIAL AGILITY Prerequisite: 5th level

Your beast gains proficiency in one Strength or


Zoologist Pursuit: 9th level
Dexterity skill of your choice. If your beast's size is
Your beast's reflexes and agility allow it to move with a Medium or larger and the chosen skill uses Strength, it
burst of speed. When your beast moves on its turn in has expertise in the chosen skill. If your beast's size is
combat, it can double its speed until the end of the Small or smaller and the chosen skill uses Dexterity, it
turn. Once its used this feature, it can't use it again has expertise in the chosen skill.
until it moves 0 feet on one of its turns.
ONE BIG BADDIE
FERAL FEROCITY Prerequisite: Size Medium or larger beast

Zoologist Pursuit: 17th level


Your beast companion gains the following benefits:
You have learned how to push your beast beyond its
limits. If your beast is within 30 feet of you and can see It deals double damage against structures.
or hear you, you can command it to enter a furious It can take the Guard action as a bonus action, but it
state. While raging, your beast gains the following can only guard you in this way.
benefits: It can spend a bonus action to spend one of its Hit Dice
to recover hit points.
Your beast has advantage on Strength checks and When it rolls a Hit Die to regain hit points, the
Strength saving throws if it is size Medium or larger. minimum number of hit points it can regain from the
Your beast has advantage on Dexterity checks and roll equals twice its Constitution modifier (minimum of
Dexterity saving throws if it is size Small or smaller. 2).
When your beast hits with an attack, it deals bonus
damage equal to your Critical Analysis ability modifer. PROTECTIVE FRIEND
Your beast has resistance to kinetic and energy
If a creature makes a melee attack against you or your
companion, and your companion is within 5 feet of
damage.
you, you can use your reaction to impose disadvantage
Your beast's furious state lasts for 1 minute. It ends on the attack roll.
early if your beast is knocked unconscious. You can
end your beast's furious state as a bonus action. THE MORE THE MERRIER
Once you've used this feature, you can't use it again Prerequisite: Size Small or smaller beast

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.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR


ARTILLERIST TECHNIQUE
Some scouts choose to navigate around defenses, SUNDERED DEFENSES
while others choose to go through them. Followers of
the Artillerist Technique learn to exert greater control Artillerist Technique: 7th level

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

creatures affected by it. If an affected creature has


When you cast a tech power, rather than having it take
one-quarter cover, your power ignores it entirely.
effect instantly, you can choose to delay the effect to
occur on initiative count 20 (losing all initiative ties). TARGET MASKING
When you do so, any creature that leaves the affected
area of your tech power is unaffected when the tech Artillerist Technique: 11th level
power occurs. If the power would only target one You are familiar with various turrets and defensive
creature, and that creature moves from the space it emplacements, and their operation.
was in when you cast the power, the tech power As a bonus action, you can activate a masking effect
automatically misses if it would call for an attack roll, as to confuse the targeting of constructs for 1 minute. Any
if you had rolled a 1 on the attack, and the creature construct who targets you with an attack, a harmful
automatically succeeds on the saving throw against the power, or a hostile action must first make a Wisdom
power if it calls for a saving throw, as if it had rolled a saving throw against your tech save DC. On a failed
20 on the save. save, the construct must choose a new target or lose
Additionally, when you cast a tech power and choose the attack or power. This power doesn't protect you
to delay it in this way, and that tech power would deal from area effects.
damage, you can apply one of the following additional You can use this feature a combined number of
empowerment effects: times equal to your proficiency bonus, as shown in the
scout table. You regain all expended uses when you
Flashbang: Each creature damaged by this power must complete a long rest.
succeed on a Constitution saving throw or be blinded
and deafened until the start of your next turn. MASTER OF ORDNANCE
Mire: Each creature damaged by this power must Artillerist Technique: 15th level
succeed on a Dexterity saving throw or gain one slowed You can now expend two uses of your Modular
level until the start of your next turn. Munitions feature when you cast a tech power to apply
Psyche: Each creature damaged by this power must two empowerment effects, instead of only one.
succeed on a Wisdom saving throw or become Additionally, you gain three additional empowerment
frightened until the start of your next turn. effects:
If an empowerment effect calls for a saving throw, Confusion: Each creature damaged by this power must
the DC equals your tech save DC. make a Charisma saving throw. On a failure, on its next
You can use these features a combined number of turn, a creature must use its action to make a melee
times equal to your proficiency bonus, as shown in the attack against a randomly determined creature within
scout table. You regain all expended uses when you its reach. If there is no creature within its reach, the
complete a short or long rest. creature does nothing this turn.
While you have no remaining uses of this feature, Knockout: Each creature damaged by this power must
you can instead expend 1 tech point to use it. When succeed on a Strength saving throw or be knocked
you do so, your maximum tech points are reduced by 1 prone.
until you complete a long rest. Static: Each creature damaged by this power must
succeed on an Intelligence saving throw or become
MARK OF THE ARTILLERIST shocked until the start of your next turn.
Artillerist Technique: 3rd and 11th 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

when a creature is hit by a tech attack or fails a saving effect, it no longer

throw against a tech power you cast that deals reduces your

damage, you can apply your Ranger's Quarry damage maximum tech

to that creature. points.


At 11th level, you can now use your Ranger's Quarry
feature on a 15-foot cube area, instead of a 10-foot
cube.

EXPANDED CONTENT | ARCHETYPES | SCOUT


ARTILLERIST TECHNIQUE (COMPANION)
While some scouts choose to foray alone, others like to MARK OF THE ARTILLERIST
have support. Followers of the Artillerist Technique
master control of militant constructs, laying waste to Artillerist Technique: 3rd level

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

doesn't already include it.


You learn to apply your knowledge to construct and
bond with your own portable turret. DOUBLE UP
Create your turret companion as detailed in the
Companions section of the Customization Options Artillerist Technique: 11th level
document for Expanded Content. You must have When you deal damage to a creature with a weapon or
artillerist's implements in order to create your turret. tech power, your turret has advantage on the next
In addition to its traits and features, your turret attack roll it makes against the creature or it has
companion gains additional benefits while it is bonded disadvantage on the first saving throw it makes against
to you: an effect your turret controls before the start of your
next turn. When your turret deals damage to a
Your turret is a valid target of the tracker droid creature, you have advantage on your next attack roll
interface tech power. against the creature or it has disadvantage on the first
Your turret gains two additional traits. It gains one saving throw it makes against an effect you control
more additional trait when you reach 11th level in this before the start of your next turn.
class. For each turret trait in excess of your proficiency
bonus, your tech point maximum is

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

attack, you can let your turret make

a weapon attack instead.

Lastly, while your turret

is bonded, within 10 feet

of you, and the target of

your tracker droid interface

tech power, when you cast a

tech power with a range of 5

feet or greater, you can cast it as if

you were in your turret's space, and

the range increases to 10 feet if it

isn't greater.
Both the range and radius

increase to 30 feet at 11th level,

and 60 feet at 17th level.

EXPANDED CONTENT | ARCHETYPES | SCOUT


DEADEYE TECHNIQUE
Some scouts become legends written in blaster burns.
Followers of the Deadeye Technique perfect the art of
the blaster shot and utilize their incredible focus to
make shots that most would deem impossible. When
everything depends on one shot, you want a Deadeye DEADEYE SUPERIORITY
pulling the trigger. Maneuvers
Superiority
Superiority

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

Attack rolls made against you on your turn are made


with disadvantage.

EXPANDED CONTENT | ARCHETYPES | SCOUT


ILLUSIONIST TECHNIQUE
Among the galaxy you may find the various infiltrators MARK OF THE ILLUSIONIST
and agents who make ample use of holographic Illusionist Technique: 3rd level

technology to get themselves in and out of danger.


The target of your Ranger's Quarry feature has
Followers of the Illusionist Technique make use of this
disadvantage on all checks made to discern the nature
holographic technology to give themselves an illusory of your illusions. Additionally, when the target of your
edge in combat.
Ranger's Quarry is reduced to 0 hit points, you can use
HOLOGRAPHIC DECOY your reaction to immediately cause an active illusion,
or your Holographic Decoy, to take the form of the
Illusionist Technique: 3rd, 5th, 9th, 13th, and 17th creature as long as the creature's dimensions fall
level
within the power's capacity restrictions.
As an action, you can create a perfect illusion of
yourself that lasts for 10 minutes, or until you lose your CHARGED ILLUSIONS
concentration (as if you were concentrating on a Illusionist Technique: 7th level

power). The decoy appears in an unoccupied space


When a creature discerns the nature of an illusion you
that you can see within 30 feet of you. The decoy is
have created using a tech power or class feature while
purely visual. If anything passes through it, it is
within 5 feet of it, you can dispel the illusion (no action
revealed to be an illusion. For the duration, you can
required) to have the creature take energy damage
cast tech powers as though you were in the decoy's equal to 1d10 + half your scout level.
space. Both your decoy and the target of your tech
power must be within your line of sight. QUICK ESCAPE
You can use your bonus action to cause the decoy to
move up to 30 feet. As your decoy changes location, Illusionist Technique: 11th 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.

EXPANDED CONTENT | ARCHETYPES | SCOUT


INQUISITOR TECHNIQUE
Across history, there have been those who live to hunt INQUISITOR'S WRATH
those who wield the Force, be they Jedi or Sith. Inquisitor Technique: 15th and 17th level

Followers of the Inquisitor Technique combine


You can cast the force suppression and sever force
technology with force techniques to track down and
force powers at 3rd level against the target of your
eliminate force-wielders. For those practitioners of the Ranger's Quarry without expending tech points. If they
Force, they are the greatest adversary.
are within 30 feet of you, you have advantage on the
FORCECASTING SECRETS forcecasting ability check for these powers.
You can use this feature five times. You gain an
Inquisitor Technique: 3rd, 5th, 9th, 13th,
additional use at 17th level. You regain all expended
  and 17th level
uses when you finish a long rest.
You have learned secrets from a subtle attunement to The radius of this feature increases to 60 feet at 17th
the force. Choose two force powers of no higher level level.
than your Max Power Level, as shown in the scout
table. The chosen powers count as tech powers for
you, but are not included in the number in the Powers
Known column of the scout table.
You learn two additional powers at 5th, 9th, 13th,
and 17th level. Whenever you gain a level in this class,
you can choose one of the force powers you know and
replace it with another force power of no higher level
than your Max Power Level.

MARK OF THE INQUISITOR


Inquisitor Technique: 3rd, 11th, and 17th level

When the target of your Ranger's Quarry feature is


within 15 feet of you, you gain the following benefits:

Whenever the creature casts a force power, it must first


succeed on a Constitution saving throw against your
tech save DC to maintain concentration. On a failed
save, the casting is disrupted, the force power fails, and
the force points are wasted.
Whenever the creature starts its turn while
concentrating on a force power, it must make a
Constitution saving throw against your tech save DC

to maintain concentration. On a failed save, it loses

concentration on the power.

The radius of this feature increases to 30

feet at 11th level and 60 feet at 17th

level.

SENSE FORCE
Inquisitor Technique: 7th, 9th, 13th, and 17th level

You can use your action to gain the benefits of the


force sight force power until the end of your next turn.
You can use this feature three times. You gain an
additional use at 9th, 13th, and 17th level. You regain
all expended uses when you finish a long rest.

FORCE RESISTANCE
Inquisitor Technique: 11th and 17th level

While the target of your Ranger's Quarry feature is


within 30 feet of you, you gain the following benefits:

You have advantage on saving throws against force


powers they cast.
You have resistance to damage dealt by force powers
they cast.
The radius of this feature increases to 60 feet at 17th
level.

EXPANDED CONTENT | ARCHETYPES | SCOUT


MASTERMIND TECHNIQUE
Preparation, preparation, preparation. Some scouts EXPLOIT WEAKNESS
are serious students of battle and any creatures they Mastermind Technique: 15th level

might encounter. Followers of the Mastermind


Your training has taught you to find and exploit
Technique focus on being prepared for any eventuality,
weaknesses in your prey. As a bonus action, you can
and using their breadth of knowledge to gain insights impose disadvantage on the next saving throw the
into their enemies.
target of your Ranger's Quarry makes against an effect
INSTINCTIVE COMBATANT you control before the end of your next turn. Once
you've done so, you must complete a short or long rest
Mastermind Technique: 3rd level
before you can do so again.
You have learned to use your wits to help you survive.
While you are wearing light or medium armor, you can
use your Intelligence modifier instead of your Dexterity
modifier when determining your AC.

MARK OF THE METICULOUS


Mastermind Technique: 3rd level

You can use Intelligence instead of Dexterity for the


attack and damage rolls made with weapons with the
finesse property or blaster weapons against the target
of your Ranger's Quarry.
Additionally, once per round, when you hit the target
of your Ranger's Quarry with a tech attack, or it fails a
saving throw against a tech power you cast that deals
damage, you can deal additional damage equal to your
Ranger's Quarry damage die of the same type as the
tech power's damage.

ADAPTIVE TECHIE
Mastermind Technique: 7th level

When you complete a long rest, you can choose up to a


number of tech powers you know equal to half your
Intelligence modifier and replace them with another
tech power, as long as that power is not of a higher
level than your Max Power Level.

EMERGENCY PLANNING
Mastermind Technique: 11th level

You've learned to formulate and execute a plan. As an


action, you can choose up to six creatures (including
yourself) that you can see within 60 feet of you. For
each creature, choose one of the following: ability
check, attack roll, or saving throw. Each creature gains
an Emergency Planning die, which is a d8.
Once within the next 10 minutes, each creature can
roll the die and add the number rolled to one ability
check, attack roll, or saving throw, as determined when
you use this feature. The creature can wait until after it
rolls the d20 before deciding to use the Emergency
Planning die, but must decide before the GM says
whether the roll succeeds or fails. Once the Emergency
Planning die is rolled, it is lost.
A creature can have only one Emergency Planning
die at a time.
Once you've used this feature, you must complete a
short or long rest before you can use it again.
Your Emergency Planning die changes when you
reach certain levels in this class. to 1d10 at 13th level,
and to 1d12 at 17th level.

EXPANDED CONTENT | ARCHETYPES | SCOUT


MECHANIST TECHNIQUE
Some scouts are peerless inventors, skilled at working
with droids and other forms of technology. Followers
of the Mechanist Technique make up for the weakness
of organics with the strength and purity of their
creations.

IMPROVED TECHCASTING
Mechanist Technique: 3rd level

Your command of techcasting improves.


IMPROVED TECH POWERS KNOWN
You know 7 tech powers of your choice, instead of 5,
and you learn more at higher levels, as shown in the
Tech Powers Known column of the Mechanist
Technique Techcasting table. You may not learn a tech
power of a level higher than your Max Power Level.
IMPROVED TECH POINTS
You have a number of tech points equal to one and a
half times your scout level, instead of your scout level,
as shown in the Tech Points column of the Mechanist
Technique Techcasting table, + your Intelligence
modifier. You use these tech points to cast tech
powers. You regain all expended tech points when you
finish a short or long rest.
IMPROVED MAX POWER LEVEL
Your Max Power Level becomes 2nd, instead of 1st,
and it increases at higher levels, as shown in the
Mechanist Technique Techcasting table.
You may only cast tech powers at 5th, 6th, and 7th-
level once, instead of 4th and 5th. You regain the ability
to do so after a long rest.

MARK OF THE MECHANIST


Mechanist Technique: 3rd level

As a bonus action, you can cause the target of your


Ranger's Quarry to emit an ion pulse, as long as the
target is within 60 feet of you. The target, and any
creatures within 5 feet of it, must make a Constitution
saving throw against your tech save DC. On a failed
save, roll your Ranger's Quarry die; each creature takes
ion damage equal to the amount rolled.

EXPANDED CONTENT | ARCHETYPES | SCOUT


POTENT TECH
Mechanist Technique: 7th, 9th, 13th, and 17th level

You can use your ingenuity to bolster yourself or an


ally. As an action, you can touch one creature (which MECHANIST TECHCASTING
can be yourself) and confer one of the following
benefits of your choice to that creature: Tech Powers
Tech
Max Power

Level Known Points Level


For 10 minutes, the creature can roll a d3 whenever 3rd 7 5 2nd
making an attack roll or an ability check and add the
4th 8 6 2nd
number rolled to the d20 roll. Once a creature receives
this benefit, that creature can't receive it again until it 5th 9 8 2nd
finishes a short or long rest. 6th 11 9 3rd
Roll a d4. The creature regains a number of tech points
7th 12 11 3rd
equal to the result. Once a creature receives this
benefit, that creature can't receive it again until it 8th 13 12 3rd
finishes a long rest. 9th 15 14 4th
You can use this feature three times. You gain an 10th 16 15 4th
additional use at 9th, 13th, and 17th level. You regain 11th 17 17 5th
all expended uses when you finish a long rest.
12th 18 18 5th
HIGH VOLTAGE 13th 19 20 5th
Mechanist Technique: 11th level
14th 20 21 6th
You are used to working with electronics and have
15th 21 23 6th
learned to increase their potency, while becoming
inured to their dangers. You gain resistance to ion and 16th 22 24 6th
lightning damage. 17th 23 26 7th
Additionally, whenever you deal ion damage to a
creature, you can spend a tech point to force the 18th 24 27 7th
creature to make a Constitution saving throw. On a 19th 25 29 7th
failed save, it is stunned until the end of your next turn. 20th 26 30 7th

COMMAND DROID
Mechanist Technique: 15th level

You can reprogram a droid and bring it under your


control. As an action, you can touch one droid that you
can see that is the target of your Ranger's Quarry. That
creature must make a Intelligence saving throw against
your tech save DC. If it succeeds, you can't use this
feature on it again for 24 hours. If it fails, it becomes
friendly to you and obeys your commands until you
use this feature again.
Intelligent droids are harder to control in this way. If
the target has an Intelligence of 8 or higher, it has
advantage on the saving throw. If it fails the saving
throw and has an Intelligence of 12 or higher, it can
repeat the saving throw at the end of every hour until it
succeeds and breaks free.

EXPANDED CONTENT | ARCHETYPES | SCOUT


MECHANIST TECHNIQUE (COMPANION)
Some scouts are peerless inventors, skilled at working
with droids and other forms of technology. Followers
of the Mechanist Technique utilize the assistance of a
tracker droid companion to make up for the weakness
of organics with the strength and purity of their
creations.

BONUS PROFICIENCIES
Mechanist Technique: 3rd level

You gain proficiency in astrotech’s implements.

IMPROVED TECHCASTING
Mechanist Technique: 3rd level

Your command of techcasting improves.


IMPROVED TECH POWERS KNOWN
You know 7 tech powers of your choice, instead of 5,
and you learn more at higher levels, as shown in the
Tech Powers Known column of the Mechanist
Technique Techcasting table. You may not learn a tech
power of a level higher than your Max Power Level.
IMPROVED TECH POINTS
You have a number of tech points equal to one and a
half times your scout level, instead of your scout level,
as shown in the Tech Points column of the Mechanist
Technique Techcasting table, + your Intelligence
modifier. You use these tech points to cast tech
powers. You regain all expended tech points when you
finish a short or long rest.
IMPROVED MAX POWER LEVEL
Your Max Power Level becomes 2nd, instead of 1st,
and it increases at higher levels, as shown in the
Mechanist Technique Techcasting table.
You may only cast tech powers at 5th, 6th, and 7th-
level once, instead of 4th and 5th. You regain the ability
to do so after a long rest.

TRACKER DROID COMPANION


Mechanist Technique: 3rd, 5th, 9th, 11th, 13th, and
17th level

You learn to employ all the knowledge you've


accumulated to create and customize your own tracker
droid companion.
Create your tracker droid companion as detailed in
the Companions section of the Customization Options
document for Expanded Content. You must have
astrotech's implements in order to create your droid.
In addition to its traits and features, your tracker
droid companion gains an additional benefit while it is
bonded to you:

Your tracker droid gains two additional traits. It

gains one more additional trait when you reach 11th


level in this class. For each droid trait in excess of your
proficiency bonus, your tech point maximum is
reduced by 1. Over the course of a long rest, you can
install, replace, or remove a number of droid traits
equal to half your Intelligence modifier (minimum of
one).

EXPANDED CONTENT | ARCHETYPES | SCOUT


MECHANIST TECHCASTING
Tech Powers
Tech
Max Power

Level Known Points Level


3rd 7 5 2nd
4th 8 6 2nd
5th 9 8 2nd
6th 11 9 3rd
7th 12 11 3rd
8th 13 12 3rd
9th 15 14 4th
10th 16 15 4th
11th 17 17 5th
12th 18 18 5th
13th 19 20 5th
14th 20 21 6th
15th 21 23 6th
16th 22 24 6th
17th 23 26 7th
  Lastly, while your tracker droid companion is bonded
and within 10 feet of you, you can use your action to 18th 24 27 7th
learn the location of any droid or construct, tech focus, 19th 25 29 7th
tech power or enhanced item within 60 feet of you or
your tracker droid that isn't behind total cover. When 20th 26 30 7th
you sense a tech power in this way, you learn what the
power is. At 11th level, your tracker droid companion
must be 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, HIGH VOLTAGE
13th, and 17th level. You regain all expended uses Mechanist Technique: 11th 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

You can reprogram a droid and bring it under your


control. As an action, you can touch one droid that you
can see that is the target of your Ranger's Quarry. That
creature must make a Intelligence saving throw against
your tech save DC. If it succeeds, you can't use this
feature on it again for 24 hours. If it fails, it becomes
friendly to you and obeys your commands until you
use this feature again.
Intelligent droids are harder to control in this way. If
the target has an Intelligence of 8 or higher, it has
advantage on the saving throw. If it fails the saving
throw and has an Intelligence of 12 or higher, it can
repeat the saving throw at the end of every hour until it
succeeds and breaks free.

EXPANDED CONTENT | ARCHETYPES | SCOUT


PREDATOR TECHNIQUE
Some scouts work in solitude, while others prefer the MARK OF THE PREDATOR
strength of a group. Followers of the Predator Predator Technique: 3rd level

Technique find power lies with the pack; they distract


If the target of your Ranger's Quarry feature can see
their prey, while their allies go for the kill.
you, a number of friendly creatures you choose up to
BONUS PROFICIENCIES your Intelligence modifier have advantage on Dexterity
(Stealth) checks made to hide from it.
Predator Technique: 3rd level

You gain proficiency in heavy armor. PREDATOR'S RESOLVE


HUNTING PARTY Predator Technique: 7th level

You can use your action to gain the following benefits


Predator Technique: 3rd, 5th, 9th, 13th, and 17th level
for 1 minute:
When you take the Attack action on your turn, you can
use a bonus action to direct one of your companions to You have advantage on Constitution saving throws.
strike. When you do so, choose a friendly creature who At the start of each of your turns, you gain temporary
can see or hear you. That creature can immediately hit points equal to your Constitution modifier
use its reaction to make one weapon attack. (minimum of one).
You can use this feature twice. You gain an additional When you use your Hunting Party feature and the
use at 5th, 9th, 13th, and 17th level. You regain all target of the attack is your Ranger's Quarry, your ally
expended uses of it when you finish a long rest. gains a bonus to damage on the attack equal to your
Ranger's Quarry Damage Die.
Once you've used this feature, you can't use it again
until you finish a short or long rest.

PREY ON THE WEAK


Predator Technique: 11th level

When you hit a creature with a weapon attack, and the


creature is below its hit point maximum, the next
attack roll made against that creature before the end
of your next turn by someone other than you has
advantage.

ON THE HUNT
Predator Technique: 15th level

When you use your Predator's Resolve feature, a


number of friendly creatures you choose up to your
Intelligence modifier that you can see within 30 feet of
you also gain the benefits of the feature.

EXPANDED CONTENT | ARCHETYPES | SCOUT


TELEPORTATION TECHNIQUE
    Whether through experimentation or discovery of
RESIDUAL WARP
    an ancient technology, followers of the
Teleportation Technique: 7th level

    Teleportation Technique have learned to create

When you use your Personal Teleporter feature, you


    brief teleportation portals, allowing them to

can place your portal in a place you've visited in the


    maneuver and attack both quickly and
last 10 minutes, provided you can remember it, as
    unpredictably throughout the battlefield.
opposed to a place you can see. That place must still
BONUS PROFICIENCIES be within range of your teleporter.
Teleportation Technique: 3rd level
QUANTUM ENTANGLEMENT
You gain proficiency in tinker's implements. Teleportation Technique: 11th 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.

MARK OF THE TELEPORTER


Teleportation Technique: 3rd level

On your turn, when you deal damage to the target of


your Ranger's Quarry, and either you, your weapon, or
the source of your damage have passed through your
portals on this turn, when you roll below half the
maximum on a damage die, you can treat the roll as if
you'd rolled half the maximum on the damage die. You
can only affect a number of dice up to half your
Intelligence modifier (minimum of one) in this way.

EXPANDED CONTENT | ARCHETYPES | SCOUT


TRIAGE TECHNIQUE
With every conflict comes death and destruction. Focus/Dizziness. The creature has either advantage or
Followers of the Triage Technique excel at keeping disadvantage (your choice) on the first ability check,
their comrades in the fight with quick thinking and fast- attack roll, or saving throw it makes within the next
acting medicine. minute.
Toughen/Weaken. The creature gains temporary hit
TRIAGE TRAINING points equal to your scout level, which last for 1
Triage Technique: 3rd level
minute. Alternatively, the creature must make a
You gain proficiency in the Medicine skill. Constitution saving throw against your tech save DC.
Additionally, when you would use your action to On a failure, it takes psychic damage equal to your
make an ability check to stabilize a creature, expend a scout level and it can't regain hit points until the start
use of a traumakit, or use a medpac, you can instead of your next turn.
use your bonus action.
You can use each feature once. You regain any
MARK OF TRIAGE expended uses when you complete a short or long
Triage Technique: 3rd level
rest.
You learn new ways to use your Ranger's Quarry. CURE-ALL
While a hostile creature is the target of your Ranger's Triage Technique: 15th 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

Your application of medicine does not interfere with


your own ability to recover from injuries. When you
restore hit points or grant temporary hit points to
another creature with a tech power or class feature,
you recover the same amount of hit points or gain the
same number of temporary hit points.
You can use this feature three times. You gain an
additional use at 9th, 13th, and 17th level. You regain
all expended uses when you complete a long rest.

EXPERIMENTAL INFUSION
Triage Technique: 11th level

When you target a creature with your Ranger's Quarry,


you can grant one of the following additional effects of
your choice:

Adrenaline/Tranquilizer. The creature's movement


speed is doubled until the end of its next turn.
Alternatively, it gains a level of slowed until the end of
its next turn.

EXPANDED CONTENT | ARCHETYPES | SCOUT


PATH OF COMMUNION
Those who master the Force can transcend death,   Additionally, your spirit can briefly interact with the
persisting beyond their natural experation. Those physical world. When you would make a melee attack,
sentinels who follow the Path of Communion bond your spirit can deliver the attack as if it had made it.
with a Force ghost, developing a symbiotic relationship Your spirit must be within 100 feet of you, and it must
which alters the way they perceive their surroundings. use its reaction to deliver the attack. It uses your
modifiers for the attack and damage rolls. You can use
MYSTICAL CONNECTION this feature twice. You gain an additional use at 5th,
Path of Communion: 3rd level
9th, 13th, and 17th level. You regain all expended uses
You learn the feedback force power, which does not when you complete a short or long rest.
count against your total powers known. Additionally,
you can use Wisdom or Charisma as your forcecasting INVASIVE PRESENCE
ability for it, and you can use the Double Strike Force- Path of Communion: 7th 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.

EXPANDED CONTENT | ARCHETYPES | SENTINEL


PATH OF THE CORSAIR
There may come a time when a sentinel finds ENERGIZED KINETICS
themselves stranded, hunted, or in any situation where
Path of the Corsair: 13th level

they must hide their nature as a force wielder. Those


Once per turn, when you deal damage with a Force-
sentinels who follow the Path of the Corsair make use
Empowered Detonator or your Double Strike feature,
of alternative weaponry not commonly associated with
you can deal additional damage using your Kinetic
force-wielders to great effect.
Combat die. The damage type is force, lightning,
BONUS PROFICIENCIES necrotic, or psychic (your choice).
Path of the Corsair: 3rd level
DISORIENTING DETONATIONS
You gain proficiency with demolitions kits and three
Path of the Corsair: 18th level

blasters of your choice.


When a creature fails the saving throw against a Force-
CORSAIR MUNITIONS Empowered Detonator, you can spend 2 force points
to subject it to one of the following conditions until the
Path of the Corsair: 3rd level
end of your next turn: blinded, deafened, ignited
You can throw grenades and set mines with your (1d12), shocked, or slowed.
bonus action, instead of your action. Additionally, when
you throw a grenade, you can use Wisdom or Charisma
instead of Strength when determining your throwing
range. Lastly, when determining the save DC of a
charge, grenade, mine, missile, or rocket you control,
you can use your universal force save DC, if it would be
higher than the item's DC.

FORCE-EMPOWERED DETONATORS
Path of the Corsair: 3rd, 5th, 9th, 13th, and 17th

  level

You learn to create a number of small but potent


grenades. Over the course of a short or long rest, you
can create two grenades. You must have a demolitions
kit in order to create these grenades. Your grenades
can only be used by you, and they lose their potency at
the end of your next short or long rest.
Your grenades can be set to detonate on impact or
with a timer that causes them to explode on initiative
count 20 (losing all initiative ties). As an action, you can
prime and throw one of these grenade at a point you
can see within 30 feet + your Strength modifier x 5.
Each creature within 5 feet must make a Dexterity,
Constitution, or Wisdom saving throw (your choice
when you generate the grenade) against your universal
force save DC. A creature takes damage using your
Kinetic Combat die + your Wisdom or Charisma
modifier (your choice) on a failed save, or half as much
on a successful one. The damage is force for Dexterity,
necrotic for Constitution, or psychic for Wisdom.
You can make additional grenades at higher level:
three at 5th level, four at 9th level, five at 13th level,
and six at 17th level.

REMOTE START
Path of the Corsair: 7th level

You learn to easily detonate primed explosives. As a


bonus action on your turn, you can detonate a primed
explosive you can see within 60 feet. Alternatively, if
you take the Attack action on your turn and you are
wielding a blaster weapon with which you are
proficient, you can choose to shoot the explosive
rather than use your bonus action to detonate it as
long as you wouldn't have disadvantage on the attack
roll.
When you do so, the explosive immediately
detonates, and you have advantage on the damage roll
you make with that explosive.

EXPANDED CONTENT | ARCHETYPES | SENTINEL


PATH OF ETHEREALITY
In the distant reaches of the galaxy obscure knowledge FORCE-EMPOWERED KINESIS
and forgotten secrets of the Force can sometimes be Path of Ethereality: 3rd level

found. While other Force-sensitive may find themselves


Your connection to the Force allows you to briefly
touched by this secret knowledge of the Force, those
become incorporeal. When you use a Force-
sentinels who follow the Path of Ethereality instead Empowered Self option, until the end of your turn, you
find themselves grabbed. Held onto by mysterious
can move through other creatures and objects as if
aspects of the Force that refuse to let go, these
they are difficult terrain. If you end this movement
sentinels find themselves able to manipulate the inside a solid object or creature, you are immediately
universe around them.
shunted to the nearest unoccupied space that you can
ABERRANT RESILIENCE occupy and take true damage equal to twice the
number of feet you are moved.
Path of Ethereality: 3rd 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

this power no longer requires concentration for you


As an action, you can step out of sync with the rest of
when you target yourself with it.
the universe for 1 minute. At the start of each of your
turns, roll a d20. If you roll 11 or higher, you and
everything your are wearing or carrying are completely
invisible to all beings, except for those with truesight.
On a roll of 10 or lower, you instead appear as an
indistinguishably blurred form roughly your normal
height and weight, though a being with truesight sees
you normally. Regardless of your appearance, for the
duration, your speed doubles, you gain a flying speed
equal to your walking speed, and you can move
through creatures and objects willingly though you can
not affect them and they can not affect you. You can
end this feature early on your turn (no action required).
When this effect ends, if you are inside a solid object or
creature, you are immediately shunted to the nearest
unoccupied space that you can occupy and take force
damage equal to twice the number of feet you are
moved.
This effect ends early if you are incapacitated or die.
Once you've used this feature, you must complete a
short or long rest before you can use it again.

EVENT CASCADE
Path of Ethereality: 13th level

You have advantage on attack rolls you make against


creatures if you haven't dealt damage to them or
affected them with a force power since the start of
your previous turn.

ABERRANT SELF
Path of Ethereality: 18th level

You no longer suffer the frailty of old age, and you


can't be aged abnormally. You can still die of old age,
however. Additionally, you no longer need food or
water, and you no longer need to sleep. Lastly, the first
time you take damage on each of your turns, you can
roll your Kinetic Combat die and reduce the damage by
that amount.

EXPANDED CONTENT | ARCHETYPES | SENTINEL


PATH OF IRON
Many sentinels choose to focus on a discipline that ENHANCED FORCE-EMPOWERED SELF
demands physical strength, reflexes, and fortitude.
Those sentinels who follow the Path of Iron train their Path of Iron: 7th 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

bolster a Force-Empowered Self option once per turn.


You learn one lightsaber form, as detailed in the
Customization Options document for Expanded You can use these features a combined three times.
You gain an additional use at 9th, 13th, and 17th level.
Content.
You regain any expended uses when you finish a short
Additionally, you gain proficiency in all martial light-
or long rest.
and vibro- weapons.
While you have no remaining uses of this feature,
PHYSICAL CONDITIONING you can instead expend 1 force point to use it.
Path of Iron: 3rd level
AEGIS
You've undergone special training, increasing your When you bolster Deflection, when an attack would hit
physical capabilities. You gain the following benefits: you before the start of your next turn, you subtract the
same value rolled for Deflection from the damage
You gain proficiency in medium armor. If you are taken.
already proficient in medium armor, you then gain
proficiency in heavy armor. While you are wearing light CLEAVE
or medium armor, you can use your Wisdom or When you bolster Double Strike, you choose another
Charisma modifier (your choice) instead of your creature within 5 feet of your target. They take damage
Dexterity modifier when determining your AC. of the same type equal to the result of the die rolled
Your hit point maximum increases by 3, and it for Double Strike.
increases by 1 again whenever you gain a level in this
MOMENTUM
class.
When you bolster Slow Time, until the end of your turn
you ignore difficult terrain, and can move along vertical
surfaces and across liquids without falling during the
move.

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

Choose a lightsaber form you know. Once on each of


your turns, you can use the chosen form without using
your bonus action.
You can do so six times. You regain all expended
uses when you complete a long rest.
While you have no remaining uses of this feature,
you can instead expend 1 force point to use it.

EXPANDED CONTENT | ARCHETYPES | SENTINEL


PATH OF MEDITATION
Throughout the Force, there is both symphonic   Additionally, once per round, when a creature rolls a
harmony, and discordant chaos. Those sentinels who bonus or penalty die from an effect you control, you
follow the Path of Meditation embody these concepts, can have them roll the die with advantage or
empowering their allies and hindering their enemies disadvantage (your choice).
through the use of the ancient Force technique of
battle meditation. LEGENDARY BATTLE MEDITATION
Path of Meditation: 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).

EXPANDED CONTENT | ARCHETYPES | SENTINEL


PATH OF SYNTHESIS
There is power in diversity unknown to those of narrow FORCED OVERRIDE
mind. Those sentinels who follow the Path of Synthesis When you cast a tech power that requires a saving
blend their intricate mastery of the Force with their throw, you can impose disadvantage on the save (no
understanding of technology, creating unique effects action required).
to overcome their obstacles.
TECHCASTING INSIGHT
TECHCASTING SECRETS As an action, you can attempt to determine another
creature's experience with techcasting. When you do
Path of Synthesis: 3rd level

so, you make an Intelligence (Technology) check


You have learned to intersperse your training with an
contested by the target's Intelligence (Technology)
aptitude for technology. Choose two tech powers of 1st
check. If you succeed, you immediately learn the
level or lower. The chosen powers count as universal
target's techcasting Max Power Level, as well as any
force powers for you, but are not included in the
tech powers currently affecting the target.
number in the Powers Known column of the sentinel
table. IMPROVED FORCE-EMPOWERED TECH
At 7th level, you learn two tech powers of 2nd level
or lower. At 13th level, you learn two tech powers of Path of Synthesis: 13th level

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

When you use your Force-Empowered Tech features, a


FORCE-EMPOWERED TECH barrier for energy shimmers into existence,
Path of Synthesis: 7th, 9th, 13th, and 17th level
surrounding you until the end of your next turn. When
You learn to fully blend your technological aptitude you take damage, you can mitigate the

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

you choose which effect to create. have resistance


You can use this feature three times. You gain an against the

additional use at 9th, 13th, and 17th level. You regain triggering

all expended uses when you finish a short or long rest. damage, and

if the source of the

DISRUPTION PULSE damage is within 5

As an action, you can send out a 30 foot cone of feet of you, they take

electromagnetically-charged energy to overload enemy half of the total damage

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.

EXPANDED CONTENT | ARCHETYPES | SENTINEL


PATH OF TENACITY
The tenacious are ever mindful that the Force ebbs and KINETIC BASTION
flows, and uses this knowledge to great advantage. Path of Tenacity: 18th level

Those sentinels who follow the Path of Tenacity use


You can protect allies even further from you. When a
their connection to the Force to draw the opposition's
creature within 30 feet of you is hit by a melee weapon
attention while also warding off their attacks, serving attack, you can use your reaction to teleport to them
as an effective bulwark against even the most
and extend your Kinetic Ward. If this damage is not
implacable of foes.
reduced to 0, the warded creature takes any remaining
PROTECTOR damage.
You can use this feature six times. You regain all
Path of Tenacity: 3rd level
expended uses when you finish a long rest.
You learn the saber ward force power, which does not
count against your total powers known. Additionally,
when you cast it, you can spend 2 force points to
extend the benefits to creatures of your choice within 5
feet of you while the power is active. The creatures
immediately lose this benefit if they move more than 5
feet away from you.

KINETIC WARD
Path of Tenacity: 3rd level

You can use your reaction to deflect a strike when you


are dealt damage by a melee weapon attack. When you
do so, the damage you take from the attack is reduced
by 1d10 + your Dexterity modifier + your sentinel level.

If you reduce the damage to 0, you can redirect it at


another target if you have a weapon capable of doing
so. You can spend 1 force point to make a melee
weapon attack at a target within 5 feet of you with the
weapon, as part of the same reaction. You make this
attack with proficiency, regardless of your weapon
proficiencies, and if the attack hits it uses your Kinetic
Combat die for its damage roll. If saber ward is active,
you have advantage on the attack roll.

KINETIC BULWARK
Path of Tenacity: 7th level

You can extend your Kinetic Ward to a creature within


5 feet of you when they are hit by a melee weapon
attack. If this damage is not reduced to 0, the warded
creature takes any remaining damage.

INDOMITABLE
Path of Tenacity: 13th level

The Force flowing through you makes it harder for


movement to be forced upon you. You have advantage
on ability checks and saving throws to avoid being
grappled or moved. If you fail the saving throw or
ability check, you can spend 1 force point to reroll one
of the dice once. You must use the new roll.
Additionally, if allies within 5 feet of you are gaining
the benefit of your saber ward force power, they also
gain the benefit of this feature.

EXPANDED CONTENT | ARCHETYPES | SENTINEL


PATH OF WITCHCRAFT
The Force connects all living things. Those sentinels NATURE'S VIGOR
who follow the Path of Witchcraft use that connection
to summon the aid of nature, both spirits and the Path of Witchcraft: 7th 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.

Starting at 11th level, you can summon your

familiar when you deal damage with any force

power, instead of just necrotic. Additionally,

you can summon your familiar when you use

a Force-Empowered Self option on your turn.

EXPANDED CONTENT | ARCHETYPES | SENTINEL


PATH OF WITCHCRAFT (COMPANION)
The Force connects all living things. Those sentinels You and your beast companion can communicate
who follow the Path of Witchcraft use that connection telepathically, though your beast companion can only
to summon the aid of nature, both beasts and the communicate in and understand simple concepts.
elements, adapting them to their will.
This radius increases to 30 feet at 11th level, and 60
BONUS PROFICIENCIES feet at 17th level.
Path of Witchcraft: 3rd level
NATURE'S VIGOR
You gain proficiency in Animal Handling.
Path of Witchcraft: 7th level

WILD POWER You've learned to attune your senses with nature. If


Path of Witchcraft: 3rd level
you spend at least 1 minute meditating while in nature,
you gain the following benefits for 1 hour:
You learn the enfeeble force power, which does not
count against your total powers known. Additionally, You ignore difficult terrain caused by nature.
you can use Wisdom or Charisma as your forcecasting You can understand plants within 30 feet of you. They
ability for it, and you can use the Double Strike Force- can telepathically communicate simple ideas to you,
Empowered Self option when you cast it as your action
including memories from within the past day.
and the target fails its save. Finally, you add your
You can command plants within 30 feet of you to
Wisdom or Charisma modifier (your choice, minimum
create difficult terrain, or other tasks at the GM's
of one) to damage rolls with it.
discretion (no action required).
BEAST COMPANION Once you've used this feature, you must complete a
Path of Witchcraft: 3rd, 11th, and 17th level
short or long rest before you can use it again.
You learn to create a powerful bond through the Force
with your own beast companion. BEASTWARDEN
Create your beast companion as detailed in the Path of Witchcraft: 13th and 17th level

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.

This radius increases to 60 feet at 17th level.

STORMCALLER
Path of Witchcraft: 18th level

You've learned to command the elements to summon


a fierce storm in a 30-foot radius around you. As an
action, you can gain the following benefits for 1
minute:

You gain a flying speed equal to your walking speed.


You have resistance to energy, lightning, and necrotic
damage.
Whenever a hostile creature enters this radius for the
first time on a turn or starts its turn there, it takes 10
lightning damage.
This effect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you finish a long rest.

EXPANDED CONTENT | ARCHETYPES | SENTINEL

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