Name: Bear.

HP: 1022

Walking Speed: 25 ft + 10 ft + 35 ft + 10 ft = 80 ft

Climbing Speed: 25 ft + 10 ft = 35 ft

Swimming Speed: 80 + 10 ft = 90ft

Burrowing Speed: 10 ft

Flying Speed: 10 ft

Armor Class: 10 + 8 + 4 + 9 = 31

Hit Dice: 1D12

Class: Berserker: People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

Subclass #1: Marauder Approach: Few things are more terrifying than being in the path of a Berserker who has learned the ways of the Force. Those who follow this path unlock something deep within them, a well of untamed power from the depths of their fury. When a marauder unleashes their rage, they channel their brute strength into primal might, and uses it to devastate his foes in a hail of fire, blades, and blood. Due to the uncontrolled nature of their powers, marauders have a dangerous predilection for the strength and raw power offered by the dark side, and many fall into it's clutches. Even those who do not are always temped by the voices of fury barely contained within.

Subclass #2: 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.

Level: 50

EXP: ?

Race: Ewok.

Background: Nomad.

Alignment: Chaotic Good.

Bonus Proficiency: +14

Age: 26

Force Points: 20

Superiority Dice: 1D12 - 6

-Stats-

Strength: 15 + 2 + 3 + 2 + 1 + 1 + 1 = 25

-Modifier: +7

-Saving Throw: +7

Intelligence: 15 + 2 + 3 + 1 + 1 + 1 + 1 + 1 + 1 + 2 = 28

-Modifier: +9

-Saving Throw: +9

Charisma: 8

-Modifier: -1

-Saving Throw: -1

Dexterity: 2 + 15 + 2 + 3 + 2 + 1 + 1 = 26

-Modifier: +8

-Saving Throw: +8

Constitution: 1 + 14 + 3 + 1 = 19

-Modifier: +4

-Saving Throw: +4

Wisdom: 8 + 2 + 1 = 11

-Modifier: 0

-Saving Throw: 0

Skills-

Athletics(Strength): +7

Acrobatics(Dexterity): +8

Sleight of Hand(Dexterity): +8

Stealth(Dexterity): +8

Arcana(Intelligence): +9

History(Intelligence): +9

Investigation(Intelligence): +9

Nature(Intelligence): +9

Religion(Intelligence): +9

Lore(Intelligence): +9

Piloting(Intelligence): +9

Technology:(Intelligence): +9

Animal Handling(Wisdom): 0

Insight(Wisdom): 0

Medicine(Wisdom): 0

Perception(Wisdom): 0

Survival(Wisdom): 0

Deception(Charisma): -1

Intimidation(Charisma): -1

Performance(Charisma): -1

Persuasion(Charisma): -1

-Features-

*Race*

-Ewok-

—Ability Score Increase: Your Dexterity score increases by 2, and your Constitution score increases by 1.

—Age: Ewoks reach adulthood in their early teens and live about 50 years.

—Alignment: Ewoks are inherently accepting, albeit naive, and tend toward the light side, though there are exceptions.

—Size: Ewoks stand between 3 and 4 feet tall and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

—Speed: Your base walking speed is 25 feet.

—Crude Weapon Specialists: Ewoks are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon's damage suffers a -1 penalty.

—Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.

—Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

—Musical Culture: Ewoks incorporate music in their celebrations and rituals. You have proficiency in an instrument of your choice.

—Natural Survivalist: You have proficiency in Nature and Survival.

—Treeclimber: You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

—Undersized: Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

—Languages. You can speak, read, and write Ewokese: You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it

*Class*

-Berserker-

—RAGE: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action if you aren't wearing heavy armor.

While raging, you gain the following benefits:

• You have advantage on Strength checks and Strength saving throws.

• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the berserker table.

• You have resistance to kinetic and energy damage.

If you are able to cast powers, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't taken a hostile action or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

You can enter a rage a number of times as shown in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

—UNARMORED DEFENSE: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

—RECKLESS ATTACK: 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.

—BERSERKER INSTINCTS: You've honed two instincts, as detailed at the end of the class description, and you hone more at higher levels, as shown in the Berserker Instincts column of the berserker table.

—DANGER SENSE: You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

—BERSERKER APPROACH: You choose an approach that shapes the nature of your rage which is detailed at the end of the class description.

—ABILITY SCORE IMPROVEMENT: You can increase one ability score by 2, or you can increase two ability scores by 1. You can't increase an ability score above 20 using this feature.

—EXTRA ATTACK: You can attack twice, instead of once, whenever you take the Attack action on your turn.

—FERAL IMPULSE: Your instincts are so honed that you have advantage on initiative checks.

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

—BRUTAL CRITICAL: You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

—RELENTLESS RAGE: Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

—PERSISTENT RAGE: Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

—INDOMITABLE MIGHT: If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

—PRIMAL CHAMPION: You embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action on your turn.

*Subclass*

-Marauder Approach-

—FORECASTING: You have derived powers from your primal connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

—FORCE POWERS KNOWN: You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Marauder Approach Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

—FORCE POINTS: You have a number of force points equal to your berserker level, as shown in the Force Points column of the Marauder Approach Forecasting table, + your 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: 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 Marauder Approach Forecasting table.

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

—FORECASTING ABILITY: Your forecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forecasting ability.

Additionally, you use this ability modifier when setting the saving throw DC 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

—FURIOUS FORCE: You can cast force powers while raging as long as the power's casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor. While raging, you add your rage damage to damage rolls from force powers you cast that require a force attack or saving throw. If a force power damages more than one target, you may only apply your rage damage to one of them.

Casting force 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 force power that requires a force attack.

—RECKLESS POWER: Weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.

Marauder Forecasting

—POWERFUL PRESENCE: As a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you.

Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

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

—FORCE STORM: You can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you've spent in rage, or half as much on a successful one.

-Champion Approach-

—CHAMPION SUPERIORITY: You learn maneuvers that are fueled by special dice called superiority dice. See chapter 13 for the maneuvers list.

—MANEUVERS KNOWN: You learn two maneuvers of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the Champion Superiority table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

—SUPERIORITY DICE: You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Champion Superiority table. This die changes as you gain berserker levels, as shown in the Superiority Dice Size column of the Champion 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.

—MANEUVER ABILITY: Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use.

Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifier

—RECKLESS MANEUVERS: When you use your Reckless Attack feature, you have advantage on superiority die rolls that would be added to the attack or damage rolls of your affected attacks.

Champion Superiority

—THE THRILL: You have advantage on ability checks and saving throws to avoid being charmed or frightened, and creatures can't have advantage on ability checks or saving throws to avoid being charmed or frightened by effects that you control.

—BATTLEFIELD EUPHORIA: While raging, when you score a critical hit with a melee 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: 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.

-Instincts Known-

—BANTHA'S INSTINCT: Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

—BLURRG'S INSTINCT: Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.

—CHIRODACTYL'S INSTINCT: While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren't deafened.

—FIGHTER'S INSTINCT: You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6.

—-Berserk Style: You are skilled at returning pain to those who deliver it. You gain the following benefits:

• When you hit with a melee weapon attack using Strength, you deal additional damage equal to your Strength modifier if that creature dealt damage to you since the start of your last turn.

• When you choose to let an attack that would miss you hit you instead, the creature rolls the damage as normal instead of choosing the maximum.

—HAWK'S INSTINCT: You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

-Force Powers Known: 25-

—Force Disarm:(At Will) You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being carried, this save is made with advantage. On a failed save, the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

—Animate Weapon:(2 Force Points) You select a light- or vibro-weapon within this power's range that is not worn or carried by a conscious creature other than you, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

—Instintive Movement:(1 Force Point) You enhance your movement with the Force, allowing you to traverse your environment with speed and acrobatic grace. When you cast this power, you gain two speed points. When you cast the power and as a bonus action on subsequent turns, you can expend a speed point, granting yourself all of the following benefits until the end of that turn:

• Your speed increases by 5 feet.

• You have resistance to falling damage.

• You ignore difficult terrain.

• You have a climb speed equal to your walking speed.

• You add 10 feet to your long jump distance and 3 feet to your high jump distance.

• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

• You do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice. This effect does not allow you to move across liquid surfaces.

• If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack for the first time on the same turn, you deal an extra 1d4 damage with that attack.

At the end of the turn, the benefits fade entirely until you spend another speed point. If these benefits end while you are still on a vertical surface, or anywhere else where you would normally fall or sink, you immediately fall or begin to sink unless you have some other means to remain there.

This power ends when its duration expires, when you cast this power again, or when you have spent all your speed points. When the power ends, any unspent speed points are lost.

—Art of Movement:(3 Force Points) By letting the Force flow through you, you move with preternatural grace, leaping onto or over tall obstacles that impede others. Until the power ends, you gain the following benefits:

• Your speed increases by 10 feet.

• You have resistance to damage from falling.

• Your jumping distance is tripled.

• You gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. If you are on a vertical surface when you end your turn and are not using your hands to climb, you immediately fall unless you have some other means of remaining there.

• Your movement is unaffected by difficult terrain or squeezing.

• You ignore the effects of slowed levels under 3.

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d10 force damage on a hit. Whether you hit or miss, you gain a flying speed equal to your walking speed until the end of that turn.

—Battle Insight:(At Will) You center your focus on a target within range. Through the Force, you gain a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this power hasn't ended.

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

—Battle Meditation:(2 Force Points) You exude an aura out to 5 feet that boosts the morale and overall battle prowess of you and your allies while simultaneously reducing the opposition's combat-effectiveness by eroding their will to fight.

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

—Battle Precognition:(1 Force Point) Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

—Battle Mind:(2 Force Points) Through the Force, you gain a limited form of telepathy that enables you to anticipate the moves of your opponents in combat. While you aren't wearing armor or wielding a shield, you gain a +2 AC bonus against melee attacks and a +3 AC bonus against ranged attacks.

This AC bonus is not applied against attacks from droids, constructs, or creatures with resistance or immunity to psychic damage.

—Break:(At Will) You inflict 10 force damage to an object you can see within range that is not being worn or carried, generating an explosion of sound that can be heard up to 100 feet away. Even if the object is not destroyed, small shards of shrapnel fly at creatures within 5 feet of it. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 1d4 kinetic damage.

This power's kinetic damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), and the power's force damage also increases by 10 at each of these levels.

—Burst:(At Will) You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d8 kinetic damage.

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

—Affect Mind:(At will) Choose a target within range that isn't hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

—Coerce Mind:(2 Force Points) You suggest a course of activity (limited to a sentence or two and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn't met before the power expires, the activity isn't performed.

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

—Force Body:(1 Force Point) This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, you can choose to pay up to half the cost of the force power using your hit points instead of your force points. When you do so, your maximum hit points are reduced by the same amount until vou complete a long rest.

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

—Control Pain:(5 Force Points) You use the Force to push your body beyond its normal limits. You can't die from damage or from failed death saving throws while this power is in effect, but the effort taxes you. If you have 0 hit points while you are under the effect of this power, you do not fall unconscious, and continue acting and fighting normally. While you remain at 0 hit points, you must make a death saving throw at the start of each of your turns. Each time you fail a death saving throw, you suffer a cumulative -1 penalty to attack rolls, ability checks, and saving throws (including death saving throws). This penalty lasts until you regain hit points. Successful death saving throws have no effect, but a natural 20 restores 1 hit point as usual.

If you have 0 hit points when this power ends, you die instantly.

—Force Choke:(3 Force Points) You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

—Force Crush:(6 Force Points) You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

—Danger Sense:(2 Force Points) You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:

• Peace, for results which are not dangerous

• Danger, for results which are dangerous but perhaps still worth the danger

• Ruin, for results which are certain to end in death or tragedy

The power doesn't take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion.

If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.

—Convulsion:(3 Force Points) Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

—Eruption:(6 Force Points) You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the power's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

—Earthquake:(8 Force Points) You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This power can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the power's area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

—Fear:(1 Force Points) You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. A frightened creature can repeat this save at the end of each of its turns, ending this effect on a success. This power has no effect on constructs or droids.

—Force Barrier:(2 Force Points) This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

—Force Blind/Deaf:(2 Force Points) You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the power ends.

—Force Camouflage: You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack, cast a power, or otherwise take a hostile action.

—Force Concealment: You shroud or alter the aura of a creature or object you touch so that Force powers reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.

When you cast the power, choose one or both of the following effects. The effect lasts for the duration. If you cast this power on the same creature or object every day for 30 days, placing the same effect on it each time, the effect lasts until it is dispelled.

False Aura. You change the way the target appears to powers and Force-based enhanced effects, such as sense force, that detects the presence of the Force. You can make a Force-based unenhanced object or creature appear enhanced and to radiate a Force aura, or a Force-based enhanced object or creature appear unenhanced and to radiate no Force aura. When you use this effect on an object, you can make the false aura apparent to any creature that handles the item.

Cloak. You can change the way the target's affinity in the Force appears to the force sight power. For example, a Sith Lord with great power in the dark side of the Force can appear instead to have very little strength in the Force, with an affinity towards the light side.

-Maneuvers Known: 12-

—Body over Bother: When you are forced to make an Strength, Dexterity, or Constitution saving throw, you can expend a superiority die to change the saving throw ability to your maneuver ability modifier.

—Calling Card: As a bonus action, you can expend a superiority die to

throw a sonic charge at a target you can see within 30 feet. When you do so, the target and each creature of your choice within 5 feet of it must make Dexterity saving throws, taking sonic damage on a failure. The sonic damage equals the number rolled on the superiority die.

—Charging Attack: If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

—Crippling Blow: When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack's damage roll and the creature's gains 1 slowed level until the end of their next turn.

—Disarming Blow: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. If you have a free hand and are within 5 feet of the creature, you can catch the item. Otherwise, the object lands at the creature's feet.

—Exploit Weakness: When you hit a creature with a weapon attack, you can expend a superiority die and deal additional true damage equal to the number rolled.

—Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

—No Escape: Whenever you or an ally you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature gains 4 slowed levels until the start of its next turn.

—One Step Ahead: When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your Initiative check.

—Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your maneuver ability modifier.

—Pure Sabaak: When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon's damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.

—Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

*Feat*

-Background-

—Observant:Quick to notice details of your environment

• Increase your Intelligence or Wisdom score by 1, to a maximum of 20

• If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

• You are considered to have advantage when determining your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

-Free-

—Acrobat: You become more nimble, gaining the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.

• You gain proficiency in the Acrobatics skill. If you are already proficient in it, you instead gain expertise in it.

• As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.

—Athlete: You have undergone extensive physical training to gain the following benefits:

• Increase your Strength or Dexterity score by 1, to a maximum of 20.

• When you are prone, standing up uses only 5 feet of your movement.

• Climbing doesn't cost you extra movement.

• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

—Brawny: You become stronger, gaining the following benefits:

• Increase your Strength score by 1, to a maximum of 20.

• You gain proficiency in the Athletics skill. If you are already proficient in it, you instead gain expertise in it.

• Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

—Commando: You've practiced fighting while prone, gaining the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.

• You gain a crawling speed equal to your movement speed.

• While prone, you no longer have disadvantage on ranged attack rolls against targets within 30 feet due to being prone.

• When you attempt to hide on your turn while prone, you can opt to not move on that turn. If you avoid moving, you are considered lightly obscured. You lose this benefit if you move or stand up, either voluntarily or because of some external effect. You are still automatically detected it any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

—Forceful Vigor: Your strength and virility rarely go unnoticed, often to the point of distraction. You gain the following benefits:

• Increase your Strength score by 1, to a maximum of 20.

• You can use your Strength modifier instead of your Constitution modifier when making Constitution checks.

• When you would make a Constitution saving throw, you can instead make a Strength saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

-Lue-

—Investigator: You have an eve for detail and can pick out the smallest clues. You gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.

• You gain proficiency in the Investigation skill. If you are already proficient in it, you instead gain expertise in it.

• You can take the Search action as a bonus action.

—Keen Mind: You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

• Increase your Intelligence score by 1, to a maximum of 20.

• You always know which way is north.

• You always know the number of hours left before the next sunrise or sunset.

• You can accurately recall anything you have seen or heard within the past month.

—Mariner: You've spent an exorbitant amount of time in water. You gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20.

• You gain a swimming speed equal to your movement speed.

• You have advantage on a ability checks and saving throws related to swimming.

• You can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier.

—Mobile: You are exceptionally speedy and agile. You gain the following benefits:

• Your speed increases by 10 feet.

• When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

• When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

—Practiced: You have acquired skills over your career, gaining the following benefits:

• Increase an ability score of your choice by 1, to a maximum of 20.

• You gain proficiency in any combination of two skills or tools of your choice.

—Stealthy: You know how best to hide, gaining the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.

• You gain proficiency in the Stealth skill. If you are already proficient in it, you instead gain expertise in it.

• If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.

—Cunning Forcecaster: You've discovered a clever avenue to your study of the Force. Choose one from Wisdom or Charisma. You gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.

• You can use Intelligence instead of the chosen ability as your forcecasting ability.

• You can add Intelligence instead of the chosen ability when determining your maximum force points.

—Force Frustrator: You've practiced techniques to resist being manipulated by the Force. You gain the following benefits:

• Increase your Strength, Wisdom, or Charisma score by 1, to a maximum of 20.

• When a creature attempts to move you against your will using a force power, the maximum distance it can move you is halved.

• You have advantage on saving throws made to avoid force damage.

-Boon-

—Boon of Adamantine Bones: Your bones are magically coated with Adamantine, one of the hardest substances in existence.

• Your limbs can no longer be severed or otherwise separated from your body, and your bones can no longer be broken.

• Any critical hit against you becomes a normal hit.

• When you add your Strength bonus to the damage of an attack, the damage increases by an additional 2.

• Your weight increases by 10% of your current weight, and if you have a Strength of 16 or less you have disadvantage on all Dexterity saving throws, checks, and attack rolls. If you have a Strength of 10 or less, you have disadvantage on all Dexterity saving throws, checks, and attack rolls and -10 to all movement speeds.

—Boon of Agility: Your Dexterity increases by 2, to a maximum of 30.

• Your walking speed is Doubled.

You have advantage on Dexterity saving throws.

• You can use your bonus action to Dash.

—Boon of Carnage: As a bonus action, you go into a frenzy for 1 minute. While in this frenzy, you have advantage on all melee attacks. In addition, when you hit a creature with a melee attack you deal an extra 4d6 damage. When this frenzy ends you gain a level of exhaustion.

You regain the ability to go into this frenzy after a long rest.

—Boon of Defense: You can add one ability modifier of your choice (other than dexterity and an ability modifier granted by unarmoured defense) to your Armor Class.

—Boon of Destruction: You have mastered the ways of destruction. Choose one type of attack from: Melee, Range, and Spell.

• You deal double damage to objects and structures using the type of attack you chose.

• When you make an attack using the type of attack chosen, you can choose to automatically critical hit without having to roll for the attack. You regain the ability to do so after a long rest.

Search

You can take this boon more than once, each time you do you must choose a different attack type.

—Boon of Fortified Mind: You mind is a steel trap.

Search

• You gain resistance to psychic damage. If you are already resistant to psychic damage you become immune.

• You become immune to the charmed and frightened conditions.

• You add double your Wisdom modifier to Wisdom saving throws.

—Boon of Giant's Grip: The strength of giants infuse your hands

• You can wield a two-handed melee weapon in one hand.

• You can grapple creatures up to one size category larger than you.

- Creatures have disadvantage on breaking out of your grapple.

• When grappling a creature, you can use a bonus action to deal bludgeoning damage equal to 1d6 + your Strength modifier.

—Boon of Greater Speed: You gain 10 feet of burrowing, climbing, flying (hover), swimming and walking movement. If you have any of those movements, yours is increased in +10 feet.

—Boon of Intellect: Your sheer Intellect is legendary. You gain the following benefits:

• Increase your Intelligence score by 2, to a maximum of 30.

• You have advantage on Intelligence Saving throws.

• Choose one Intelligence based skill. You are now proficient in this skill. If you already have advantage on Intelligence saving throws, choose two Intelligence based skills. If you are already proficient in the Intelligence based skill of your choice, use twice your proficiency bonus for this skill.

-Languages-

*Galactic Basic(Understanding).

*Ewokese.

-Resistance-

*Psychic Damage.

-Immunities-

*Psychic Damage.

*Charmed Condition.

*Frightened Condition.

-Proficiency-

Armor: Light armor, medium armor

Weapons: All vibroweapons, simple blasters

Tools: Lyre, Flute, Huttese,

Saving Throws: Strength, Constitution

Skills: Intimidation, Perception, Nature, Survival, Animal Handling, Medicine, Acrobatics, Athletics, Investigation, Technology, Sleight of Hand, Stealth,

-Expertise-

*Technology.