Name: Xylo Ren/Devon Drakestone
HP: 655
Walking Speed: 30 ft + 30 ft = 60 ft
Armor Class: to be determined + 3
Hit Dice: 1D10
Class: Jedi Guardian: Concentrating on martial training and combat, Guardians engaged in combat more than either of the other two classes of Jedi; the Consulars or the Sentinels. Descended from the Order's founders on Tython whose role in the galaxy was to defend the weak and uphold the laws of the Galactic Republic, the Guardians were often seen as representatives of the Order and the classic Jedi weapon: the lightsaber.
Level: 50
EXP: ?
Race: Humanoid.
Background: Follower of the Force.
Occupation: Jedi: Force wielders of the Order of the Jedi delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers.
Jedi can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.
Alignment: Neutral Good.
Bonus Proficiency: +14
Age: 22
Force Points: 55.
Force Limit: 7.
-Stats-
Strength: 1 + 15 + 2 = 18
-Modifier: +4
-Saving Throw: +4
Intelligence: 10 + 2 + 1 = 13
-Modifier: +1
-Saving Throw: +1
Charisma: 10 + 2 = 12
-Modifier: +1
-Saving Throw: +1
Dexterity: 10
-Modifier: 0
-Saving Throw: 0
Constitution: 15 + 3 + 3 = 21
-Modifier: +5
-Saving Throw: +5
Wisdom: 1 + 15 + 2 + 1 + 3 + 3 + 1 + 1 = 27
-Modifier: +8
-Saving Throw: +8
Skills-
Athletics(Strength): +4
Acrobatics(Dexterity): 0
Sleight of Hand(Dexterity): 0
Stealth(Dexterity): 0
Arcana(Intelligence): +1
History(Intelligence): +1
Investigation(Intelligence): +1
Nature(Intelligence): +1
Religion(Intelligence): +1
Animal Handling(Wisdom): +8
Insight(Wisdom): +8
Medicine(Wisdom): +8
Perception(Wisdom): +8
Survival(Wisdom): +8
Deception(Charisma): +1
Intimidation(Charisma): +1
Performance(Charisma): +1
Persuasion(Charisma): +1
-Features-
*Race*
—Ability Score Increase: Two different ability scores of your choice increase by 1
—Skills: You gain proficiency in one skill of your choice.
—Feat: You gain one Feat of your choice.
*Class*
-Jedi Guardian-
—FORCE ABILITY: Wisdom is your force ability for your force disciplines. You use your Wisdom modifier when setting the saving throw DC for a force discipline or when making an attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Wisdom modifier
Discipline attack modifier = your proficiency bonus + your Wisdom modifier
—FIGHTING STYLE: At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. When you choose a fighting style, you are also deciding which weapons your character starts with.
—-Nimen: When you use a double-bladed lightsaber you are attuned with, you get a +2 bonus to attacks made with it.
—-Double Bladed Fury: At level 9, when wielding a double-bladed lightsaber you are attuned with, you can make a second attack as a free action whenever you use the Attack action.
—Starfighter Corps: Additionally, at level 2, you can join the Jedi Starfighter Corps. You gain proficiency with up to one starfighter of your choice.
In addition, you can be proficient with a total of two vehicles.
—Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
—Extra Attack: At level 5, you can make a second attack when you use the Attack action on your turn.
—Reckless Attack: Starting at 7th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
—Auxiliary Power: Beginning at level 13, the guardian learns how to transfer power to other systems as a bonus action. Auxiliary power is only available if you are piloting a starship. You must be proficient with the class of starship you are using in order to use Auxiliary Power. You can only use each Auxiliary Power system once, but you regain all expended uses upon finishing repairs while docked. In addition, once you have used
Auxiliary Power, you must wait one round before you can use it again. When auxiliary power is shifted to a system, the following applies:
Engines: Your starship gains an additional 1000ft
movement for the rest of your turn
Shields: Your starship immediately gains 25 SP
Targeting: You gain advantage on your next attack roll
Weapons: You take a -5 penalty to the next attack roll made this turn, but add 10 to the total damage roll if the attack lands (before any multipliers).
—Overwhelm: Additionally at level 13, you gain permanent knowledge of the Brute Force force discipline, and permanent focus on its focus. This focus cannot be lost, and therefore cannot be used for abilities such as Surge of Health
—Survivor: At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have O hit points.
—FLURRY OF BLOWS: At level 20, you can choose to make a third attack when you use the Attack action on your turn, with the penalty being a -3 to your AC for the round.
*Occupation*
-Breath of Knowledge: At 1st level, you gain the ability to extend your knowledge.
When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.
-FORCE IN BATTLE: Starting at 3rd level, you project an inspiring aura. While you aren't incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls
-Force in Healing: Beginning at 6th level, you project an aura of resilience.
While you aren't incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your force ability modifier (minimum of 0) whenever they regain hit points from a force discipline.
-FORCE IN SPEED: Starting at 14th level, you project an aura of speed. While you aren't incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.
*Disciplines: 7*
-BRUTE FORCE: You augment your natural strength with force energy, granting you the ability to achieve incredible feats of might.
—Focus: While focused on this discipline, you have advantage on Strength (Athletics) checks.
—Brute Strike (1-7 force): As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per force point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.
—Knock Back (1-7 force): When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per force point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per force point spent.
—Mighty Leap (1-7 force): As part of your movement, you jump in any direction up to 20 feet per force point spent.
—Feat of Strength (2 force): As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.
-Crown of Rage: You place a mote of pure fury within a creature's mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.
—Focus: While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.
—Primal Fury (1-7 force): As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1 d6 psychic damage per force point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.
—Fighting Words (2 force; conc., 10 min.): If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends.
This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
—Mindless Courage (2 force): You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you.
The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can't willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.
—Punishing Fury (5 force; conc., 1 min.): You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.
-FORCE WEAPON: You have learned how to channel force energy into your attacks, lending them devastating power.
—Focus: Whenever you focus on this discipline, choose one weapon you're holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type.
Until you reach 6th level as a force wielder, you don't add your Strength or Dexterity modifier to the psychic attack's damage rolls.
—Ethereal Weapon (1 force): As a bonus action, you temporarily transform one weapon you're holding or your unarmed strike into pure force energy. The next attack you make with it before the end of your turn ignores the target's armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack's normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.
—Lethal Strike (1-7 force): As a bonus action, vou imbue a weapon you're holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 damage per point spent.
The damage type can be chosen between cold, fire, force, lightning, or radiant.
—Augmented Weapon (5 force; conc., 10 min.): As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.
-Mantle of Courage: You focus your mind on courage, radiating confidence and bravado to your allies.
—Focus: While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.
—Incite Courage (2 force): As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.
—Aura of Victory (1-7 force; conc., 10 min.): As a bonus action, you project force energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the force points spent to activate this effect.
—Pillar of Confidence (6 force; conc., 1 rd.): As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns.
The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.
-MANTLE OF FURY: You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.
—Focus: While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.
—Incite Fury (2 force; conc., 1 min.): As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll
—Mindless Charge (2 force): As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.
—Aura of Bloodletting (3 force; conc., 1 min.): As a bonus action, vou unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.
—Overwhelming Fury (5 force; conc., 1 min.): As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
-PSYCHIC DISRUPTION: You create psychic static that disrupts other creatures' ability to think clearly.
—Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks.
—Distracting Haze (1-7 force; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per point spent and can't see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.
—Daze (3 force): As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage
—Mind Storm (5 force): As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional point spent on this ability.
-Psychic Phantoms: Your power reaches into a creature's mind and causes it false perceptions.
—Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks.
—Distracting Figment (1-7 force): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can't use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.
—Phantom Foe (3 force; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adiacent to it until your concentration ends. During this time, the target can't take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional point spent on the ability.
—Phantom Betrayal (5 force; conc., 1 min.): As an action, you plant delusional paranoia in a creature's mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
—Phantom Riches (7 force; conc., 1 min.): As an action, you plant the phantom of a greatly desired object in a creature's mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target's behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn't taken damage since its last turn, it can use its action only to admire the obiect vou created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
*Talents: 5*
-BEACON: As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20
feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.
-BLIND SPOT: As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
—DELUSION: As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.
If you create an object, it must fit within a 5- foot cube and can't move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.
-Energy Beam: As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
-Force Charm: As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.
*Feat*
-Race-
—Force Sniper: You have learned techniques to enhance your attacks with certain kinds of force abilities, gaining the following benefits:
• When you use a force ability that requires you to make an attack roll, the ability's range is doubled.
• Your ranged abilities ignore half cover and three-quarters
cover.
• You learn one cantrip that requires an attack roll. You use your force ability modifier for that cantrip
—-Arcane Blast
Casting time: 1 action
Range: 5 ft
Components: S
Duration: Instantaneous
The caster gathers arcane energy in their hand and then releases it in a strong blast in front of them. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 force damage and pushing both targets 10 feet back.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6) and 11th level (3d6). At 17th level, the target is also knocked prone.
-Free-
—Grappler: You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
• You have advantage on attack rolls against a creature you are grappling.
• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
•Creatures that are one size larger than you don't automatically succeed on checks to escape your grapple.
—JEDI SLAYER: You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
• When a creature within 5 feet of you uses a force ability, you can use your reaction to make a melee weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you
—PLANETARY EXPLORER: Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
• When you roll, a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
• You have advantage on Wisdom (Perception) and
Intelligence (Investigation) checks made to detect the presence of secret doors.
• You have advantage on saving throws made to avoid or resist traps.
• You have resistance to the damage dealt by traps.
• You can search for traps while traveling at a normal pace, instead of only at a slow pace.
—ARCANIST: You study the arcane arts, gaining the following benefits:
• Increase vour Wisdom score by 1, to a maximum of 20.
• You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
• You learn the Third Eve force discipline and have the ability to use one of its abilities once per long rest (except you can't use the true sight feature
—-THIRD EYE: You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
—Focus: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
—Tremorsense (2 force; conc., 1 min.): As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
—Unwavering Eye (2 force): As a bonus action, you gain advantage on Wisdom checks for 1 minute.
—Piercing Sight (3 force; conc., 1 min.): As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends
—Veterinarian: You've always had a soft spot for animals. Now you can embrace it to help them live longer, happier, waggier lives, or in the worst cases end painful ones.
• You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
• You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
• Gain advantage on Animal Handling skill checks when interacting with injured Beasts.
• Gain advantage on Medicine skill checks while examining or treating Beasts.
-Lue-
—Quartermaster: You make the best use of space and always make sure you have what you need, when you need it. You gain the following benefits:
• Increase your Intelligence or Wisdom modifier by 1, to a maximum of 20.
• You can always identify equipment or gear that you've seen before and can accurately recall where you've seen it and who you've seen it being carried
• You can always recognize when something has been added or removed from your person or a container you are carrying since the last time you've carried it.
• By distributing weight and using space efficiently, your carrying capacity is doubled and your speed isn't reduced from being encumbered by your equipment. When you finish a long rest you can extend this benefit to up to 5 other creatures by packing their things for them.
• While you are in a location where equipment can be purchased, you can spend an hour gathering supplies in careful planning and preparation. At any time thereafter, if you find yourself in need of a particular item or supply, you can add such items to your equipment as if you had purchased them during your careful planning. The cost of such items is equal to their market price. Up to 3 items may be retroactively purchased in this manner, and the DM may choose to limit or exempt certain items according to availability. Once you produce one or more of any given item, you can't add that item to your equipment again until the next time you come to a location where that item can be purchased.
—Pet Companion: You form a powerful and magical bond with your pet, a small and weak, yet loyal animal that aids you along your adventures.
When you gain this feat, you gain a pet. You normally select your pet from among the following animals: a bat, a cat, a crab, a frog (toad), a hawk, a lizard, an octopus, a poisonous snake, a fish (quipper), a rat, a raven, a sea horse, a spider, or a weasel. However, your DM might pick one of these animals for you, based on your background and past experiences.
Your pet obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapaciated or absent, your pet acts on its own.
Your pet shares your alignment and your ideal. Your pet's bond is always, "My owner is a beloved companion that I am more than willing to follow and serve.
If your pet is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your pet's spirit and perform a ritual to create a new body for it.
—Master Healer: Such near-death experiences have guided you to seek to care for your companions, allowing you to enhance your healing abilities.
• You gain proficiency with the herbalism kit. If you are already proficient with the herbalism kit, you instead gain expertise with it, which means your proficiency bonus is doubled for any ability check you make with it.
• Whenever you cause a creature to regain hit points, they regain an additional amount of hit points equal to your proficiency bonus.
• When you stabilize a dying creature (at 0 hit points) using a healing implement, the creature also regains 1 hit point.
—Keen Eye: Your ears of observation have taught you what to notice and when to notice them. You're one of the best at knowing what you're looking for. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, up to a maximum of 20.
• You gain proficiency in either the Investigation or Perception skill. If you are already proficient in the chosen skill, you add double your proficiency bonus to checks you make with that skill.
—Iron Palate: Whether by getting yourself blessed by a snake god or subjecting yourself to increasingly powerful poisons, your fortitude against poison has become sturdier than even the mightiest of sea turtles. You gain the following benefits:
• You are immune to the poisoned condition.
• You are immune to inhaled or ingested poisons, including poison damage and other harmful effects sustained from these types of poisons.
• You have advantage on saving throws against any kind of poison.
• You can automatically determine whether something is poisoned, and what type of poison it is laced with, by ingesting some of it.
—Gemologist: You have extensive knowledge of precious gems. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency with jeweler's tools.
• When you use the Crafting downtime activity to cut a gemstone from its raw form into a jewel, you progress at a rate of 50 gp-per day (instead of 5 gp).
• When you make a Charisma (Persuasion) check when buying or selling gems, you are considered proficient in Persuasion and add double your proficiency bonus (instead of your normal proficiency bonus).
—Tool Expert: You have honed your proficiency with particular tools, granting you the following benefits:
• Increase 1 ability score of your choice by 1, to a maximum of 20.
• You gain proficiency with 2 tools of your choice.
• Choose two tools in which you have proficiency. You gain expertise with those tools, which means your proficiency bonus is doubled for any ability check you make with them. The tools you choose must be ones that aren't already benefiting from a feature, such as expertise, that doubles your proficiency bonus.
-Boon-
—BOON OF COMBAT PROWESS: When you miss with a melee weapon attack, you can choose to hit instead. You can use this boon three times afterwards. You can't use it again until you finish a short rest.
—BOON OF FORTITUDE: Your hit point maximum increases by 40.
—BOON OF RESILIENCE: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. (Some powerful creatures natural weapons - ie claws and teeth are still considered magical
—BOON OF IRRESISTIBLE OFFENSE: You can bypass the damage resistances of any creature.
—BOON OF SPEED: Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action.
Once you do so, you can't do so again until you finish a short rest.
—BOON OF TRUESIGHT: You have truesight out to a range of 60 feet.
—BOON OF TITANS GRIP: You can wield a heavy or 2-handed weapon in 1 hand and use two-weapon fighting with such weapons.
Any creature under CR 10 automatically fail any checks to avoid your grapples.
—BOON OF THE DREADNOUGHT: You gain a +3 bonus to your AC
—BOON OF THE BATTLE CRY: You can give a shout that invigorates each ally within 40 ft.
These allies gain damage resistance to all damage, they can dash as a bonus action and they cannot be stopped or slowed by any effects. This cry lasts until the end of your next turn.
-Languages-
*Common.
*Shyriiwook.
*Zabraki.
-Resistance-
*Non Magical Slashing Damage.
*Non Magical Piercing Damage.
*Non Magical Bludgeoning Damage.
-Immunity-
*Poisoned Condition.
*Poison Damage.
-Proficiency-
Armor: Light and medium armor, shields.
Weapons: Simple weapons, lightsabers.
Tools: Fury Interceptor, Herbalism Kit, Jewelers Tools, Alchemist Supplies, Brewer Supplies, Smith Tools.
Saving Throws: Strength, Wisdom.
Skills: Athletics, Perception, Insight, Religion, Arcana, Animal Handling, Medicine, Investigation, Deception, Stealth.
