Name: Xylo Ren(Shan).
HP: 766
Walking Speed: 30 ft
Armor Class: to be determined.
Hit Dice: 1D10
Class: Guardian: An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivaled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.
Subclass #1: Niman Form: Niman Form, also known as Moderation Form, strikes a balance between bladework and force powers. Those guardians who focus on Niman Form weave Force manipulation with their melee weapon strikes, pushing their opponents off-balance to create an opening.
Subclass #2: Soresu Form: Soresu Form, also known as Resilience Form, relies on tight bladework and subtle dodges to provide maximum defensive coverage, minimizing exposure to ranged weaponry. Those guardians who focus on Sores Form use broad footwork to move around the playing field, making broad, short sweeping motions that protect the body.
Boon Granted Subclass: Aquinos Form: Aqinos Form, also know as Adaptation Form, is named after a Jedi Master who sought to merge technology with Force use. Those guardians who focus on Aginos Form adopt these tenets to employ clever exploits using technology and the aid of a droid companion.
Boon Granted Subclass: Juyo Form: Juyo/aapad Form, also known as Ferocity Form, revels in the satisfaction of battle and victory. Those guardians who focus on Juyo/Vaapad Form channel their emotions into their fighting, making heavy, sweeping strikes.
Level: 50
EXP: ?
Race: Humanoid.
Background: Force Adept.
Alignment: Chaotic Good.
Bonus Proficiency: +14
Age: 26
Force Points: 40
-Stats-
Strength: 1 + 15 + 2 + 1 = 19
-Modifier: +4
-Saving Throw: +4
Intelligence: 8 + 1 + 1 + 1 + 1 = 12
-Modifier: +1
-Saving Throw: +1
Charisma: 8 + 2 + 3 + 3 + 3 + 2 + 2 + 1 + 1 = 25
-Modifier: +7
-Saving Throw: +7
Dexterity: 14 + 2 + 2 = 18
-Modifier: +4
-Saving Throw: +4
Constitution: 1 + 15 + 2 + 2 + 2 + 1 + 2 = 25
-Modifier: +7
-Saving Throw: +7
Wisdom: 2 + 15 + 2 + 2 + 3 + 2 + 1 = 27
-Modifier: +8
-Saving Throw: +8
Skills-
Athletics(Strength): +4
Acrobatics(Dexterity): +4
Sleight of Hand(Dexterity): +4
Stealth(Dexterity): +4
Arcana(Intelligence): +1
History(Intelligence): +1
Investigation(Intelligence): +1
Nature(Intelligence): +1
Religion(Intelligence): +1
Lore(Intelligence): +1
Piloting(Intelligence): +1
Technology:(Intelligence): +1
Animal Handling(Wisdom): +1
Insight(Wisdom): +8
Medicine(Wisdom): +8
Perception(Wisdom): +8
Survival(Wisdom): +8
Deception(Charisma): +7
Intimidation(Charisma): +7
Performance(Charisma): +7
Persuasion(Charisma): +7
-Features-
*Race*
-Human-
—Ability Score Increase: One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1. Alternatively, four ability scores of your choice each increase by 1.
—Age: Humans reach adulthood in their late teens and live less than a century.
—Alignment: Humans tend toward no particular alignment. The best and worst are found among them.
—Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
—Speed: Your base walking speed is 30 feet.
—Defiant: Humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). Once you've used this feature, you must complete a short or long rest before you can use it again.
—Human Versatility: You gain proficiency in one skill, one tool, and one weapon of your choice.
—Languages: You can speak, read, and write Galactic Basic and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: trandoshan curses, twi'lek musical expressions, chiss military phrases, and so on.
*Class*
-Guardian-
—FORECASTING: In your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forecasting and chapter 11 for the force powers list.
—FORCE POWERS KNOWN: You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian 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 guardian level x 2, as shown in the Force Points column of the guardian 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 guardian table.
You may only cast force powers at 4th and 5th-level once. You regain the ability to do so after a long rest.
—FORECASTING ABILITY: Your forcecasting 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 forecasting ability modifier
—CHANNEL THE FORCE: You know how to channel the Force to create a unique effect. You start with your choice of one from two such effects: Cause Harm or Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.
Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.
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.
—-CAUSE HARM: As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of +1), or half as much on a successful one.
—-LEND AID: As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of +1). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.
—FORCE-EMPOWERED STRIKES: When you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon's damage. The additional damage is 1d8 for 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.
—FIGHTING STYLE: You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.
—-Blindfighting Style: You are skilled at fighting without sight. You gain the following benefits:
• You gain blindsight out to 10 feet. If you already have blindsight, it instead increases by 10 feet.
• You can use your bonus action to double the range of your blindsight until the start of your next turn.
—GUARDIAN AURA: You gain an aura of your choice, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Auras Known column of the guardian table. Your aura has a radius of 5 feet, which increases at higher levels, as shown in the Aura Radius column of the guardian table.
—-AURA OF PRESENCE: Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature can add your Wisdom modifier to the saving throw.
—-AURA OF VIGOR: Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).
—-AURA OF CONQUEST: Whenever a creature who is frightened of you starts its turn within 5 feet of you, its gains 4 slowed levels and takes psychic damage equal to half your guardian level.
—GUARDIAN FOCUS: You begin to focus your studies on a specific lightsaber form, 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.
—FORCE PURITY: The Force flowing through you makes you immune to poison and disease.
—IMPROVED FORCE-EMPOWERED STRIKES: You are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 damage. The damage is the same type as the weapon's damage.
—CLEANSING TOUCH: You can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.
*Subclass*
-Niman Form-
—FORM BASICS: You gain the Niman lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form.
—-Niman Form: As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.
Until the end of your next turn, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls.
—THE WAY OF THE RANCOR: As a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack. Additionally, for the duration, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls.
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: You gain the following Channel the Force option.
—-TELEKINETIC SLASH: When you deal damage with an at-will force power that requires a force attack or a saving throw, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the power's damage. The additional damage is 1d8 for 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.
—ENLIGHTENMENT: When you reduce a hostile creature to 0 hit points with a force power, or you restore hit points to a friendly creature that is at 0 hit points with a force power, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). Once you've done so, you can't do so again until you complete a short or long rest.
—REDIRECT: When you would be affected by a weapon or force power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack, make a melee or ranged force attack against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your universal force save DC.
Once you've used this feature, you must complete a short or long rest before you can use it again.
—MASTER OF MODERATION: The Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
• You have resistance to kinetic and energy damage from unenhanced weapons.
• You have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.
• When you use your action to cast an at-will force power that targets only one creature, you can target an additional creature within 5 feet of the original target and within the power's range.
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.
-Soresu Form-
—BONUS PROFICIENCIES: You gain proficiency in heavy armor.
—FORM BASICS: You gain the Soresu lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form.
—-Soresu Form: The first time you take kinetic, energy, or ion damage from a weapon before the end of your next turn, that damage is reduced by half.
—THE WAY OF THE MYNOCK: As a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the saber ward power. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the saber reflect force power.
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: You gain the following Channel the Force option.
—-ADVANCING DEFENDER: When you cast the saber reflect power, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.
—CIRCLE OF SHELTER: You learn to fend off strikes directed at you or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you're wielding a melee weapon or a shield. Roll 1d8 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 when you finish a long rest.
—STAND AGAINST THE TIDE: When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
—MASTER OF RESILIENCE: Your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) 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:
• You have resistance to kinetic and energy damage from unenhanced weapons.
• When you use the saber reflect force power, you can make a single melee attack on an enemy within 5ft of you as a part of that same reaction.
• You have advantage on Dexterity saving throws, as do your allies within 30 feet of you.
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.
-Aquinos Form-
—BONUS PROFICIENCIES: You gain proficiency in astrotech's implements and the Technology skill
—FORM BASICS: You gain the Aqinos lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form.
—-Aquinos Form: As a part of the bonus action to adopt this form, if you cast a tech power of 1st level or higher as your action, but no higher than half your Max Power Level, you can make one melee weapon attack.
—TECHCASTING SECRETS: You have learned to blend your technological aptitude with the Force. Choose two tech powers of no higher level than your Max Power Level, as shown in the guardian table. The chosen powers count as both universal force powers and tech powers for you, but are not included in the number in the Powers Known column of the guardian 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 tech powers you know and replace it with another tech power of no higher level than your Max Power Level.
—DROID COMPANION: You learn to employ all the knowledge you've accumulated to create, customize, and bond with your own droid companion.
Create your 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.
If your companion is irreparably destroyed, or you want a companion, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.
In addition to its traits and features, your droid companion gains additional benefits while it is bonded to you:
• Your companion is a valid target of the tracker droid interface tech power.
• Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each companion trait in excess of your proficiency bonus, your force point maximum is reduced by 2. Over the course of a long rest, you can replace or remove a number of companion traits equal to half your Intelligence modifier (minimum of one).
Lastly, while bonded and within 10 feet of you, your companion can cast the tech powers you know without expending tech points. If your companion casts an at-will power in this way, it does not scale normally at higher levels. Instead, if it would scale at 5th level, it instead scales at 11th level, and if it would scale at 11th level, it instead scales at 17th level. If your companion casts a power of 2nd-level or higher, it consumes 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 twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.
—CHANNEL THE FORCE: You learn your choice of the Cause Harm or Lend Aid Channel the Force options, and when you use either of these options, you gain additional benefits.
—-CAUSE HARM: You can choose to deal ion damage instead of necrotic.
—ADAPTIVE CALIBRATION: When you reduce a hostile creature to 0 hit points with a tech power, or you restore hit points to a friendly creature that is at 0 hit points with a tech power, you regain an expended use of your Channel the Force, and you gain temporary force points equal to the power's level.
—MASTER OF ADAPTATION: Your masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom or Charisma (your choice) 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:
• You have resistance to ion damage, and you can't have disadvantage on saving throws against ion or lightning damage.
• You can't have disadvantage on attack rolls you make as a part of a tech power, and enemies can't have advantage on saving throws against your tech powers.
• You add your governing ability modifier (minimum of +1) to any damage or healing you do with tech powers you cast that don't already include that modifier.
While you are conscious and your droid is within 60 feet of you and conscious, it also gains these benefits.
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.
-Juyo Form-
—BONUS PROFICIENCIES: You gain proficiency in heavy armor.
—FORM BASICS: You gain your choice of the Juyo or Vaapad lightsaber form, detailed in Chapter 6 of the Player's Handbook. If you already know the chosen form, you can instead choose another lightsaber form.
—-Until the start of your next turn, your critical hit range with weapons increases by 1.
—THE WAY OF THE VORNSKR: 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.
—CHANNEL THE FORCE: You gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vaapad.
—-SNAP AGGRESSION: If you are surprised at the start of combat and aren't incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.
—FURY: You gain one of the following features. Choose Relentless for Juyo or Punishing Charge for Vaapad.
—-RELENTLESS: You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.
—VENGEANCE: 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.
MASTER OF FEROCITY: You are a paragon of extraordinary martial prowess. Your Strength and Dexterity 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:
• You have resistance to all damage.
• When you take the Attack action on your turn, you can make one additional attack as part of that action.
• Your critical hit range with weapons increases by 1.
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.
*Force Powers Known: 30 + 4 = 34*
-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.
-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.
-Beast Trick:(1 Force Point) This power lets you distract a beast. Choose a beast that you can see within range. If the beast's Intelligence is 4 or higher, the power fails.
Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power's duration. If you or one of your companions harms the target, the power ends.
Force Potency. When you cast this power using a force slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
-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 Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
-Coerce Mind:(2 Force Points)(Upgraded; Affect Mind) 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.
-Crush:(6 Force Points)(Upgraded; Choke) 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.
Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
-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.
-Dark Sheer:(2 Force Points) You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.
If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.
Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).
-Dark Side Tendrils:(1 Force Point) Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw.
On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1 st.
-Denounce:(At Will) A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.
This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
-Curse:(1 Force Point)(Upgraded; Denounce) Up to three creatures of your choice that you can see within range must make Charisma saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Force Potency. When you cast this power with a force slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd, 6th, or 9th level, the die increases to d6, 8, and d10, respectively.
-Bestow Curse:(3 Force Points)(Upgraded; Curse) You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:
• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
A remove curse power ends this effect. At the GM's discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect. This power has no effect on droids or constructs.
Force Potency. If you cast this power using a force slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a force slot of 5th Level or higher, the duration is 8 hours. If you use a force slot of 7th level or higher, the duration is 24 hours. If you use a 9th level force slot, the power lasts until it is dispelled. Using a force slot of 5th Level or higher grants a duration that doesn't require concentration.
-Dominate Beast:(4 Force Points) A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.
While it's charmed, you have a telepathic link to it if you're on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn't receive further orders, it focuses on defending itself.
You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don't allow it to. You can also have the beast use a reaction, but this takes your reaction as well.
If the beast takes damage, it makes another Wisdom save. On a success, the power ends.
Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.
-Dominate Mind:(5 Force Points)(Upgraded; Dominate Beast) You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration.
If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.
Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.
-Dominate Monster:(8 Force Points)(Upgraded; Dominate Mind) You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.
Force Potency. When you cast this power with a 9th-level force slot, the duration is concentration, up to 8 hours.
-Fear:(1 Force Point) 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 Blind/Deaf:(2 Force Point) 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 Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
-Force Blinding:(1 Force Point) You use the Force to emit a blinding flash of light from your hand. Roll 6d10, the total is how many hit points of creatures this power can affect.
Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the power ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
Force Potency. When you cast this power using a force slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
-Force Concealment:(2 Force Point) 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.
-Force Leap:(At Will) Until the end of your next turn, you can use your forcecasting ability score instead of your Strength score when you jump, and always count as having made a running start before jumping.
-Force Jump:(1 Force Point)(Upgraded; Force Leap) Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see, provided you have a direct path to the space.
Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.
-Force Project:(7 Force Points) You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
-Force Scream:(3 Force Points) You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw.
On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn't deafened.
-Force Push/Pull:(At Will) You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.
You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or obiect can be moved up to 5 feet. If at the end of this movement the creature or obiect strikes another creature or obiect, it must make a Dexterity saving throw. An object automatically fails this saving throw. On a failed save, they both take 1d4 kinetic damage.
This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power's damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power's damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power's damage increases to 4d4 kinetic damage.
-Force Throw:(2 Force Points)(Upgraded; Force Push/Pull) You use the Force to move a Large or smaller creature or object not being worn or carried within
range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.
Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power's damage increases by 1d8.
-Mind Trick:(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, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.
On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM's discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.
-Force Mask:(1 Force Point)(Upgraded; Mind Trick) Choose a target within range that isn't hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.
On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM's discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.
-Horror:(3 Force Points)(Upgraded; Fear) You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.
While frightened by this power, a creature must take the Dash action and move away from you by the safest
available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.
-Insanity:(5 Force Points)(Upgraded; Insanity) This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.
An affected target can't take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.
d8 Behavior
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
1
The creature doesn't take an action this turn.
2- The creature doesn't move or take actions this turn.
6
7- The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its
8 reach, the creature does nothing this turn.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.
-Shock:(At Will) You hurl a bolt of lightning at a target within range, making a ranged force attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren't being worn or carried.
This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
-Force Lightning:(3 Force Points)(Upgraded; Shock) A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
-Force Chain Lightning:(6 Force Points)(Upgraded; Forcd Lightning) You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
-Force Lightning Cone:(7 Force Points)(Upgraded; Force Chain Lightning) Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 12d6 lightning damage on a failed save, or half as much on a successful one.
Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.
-Force Storm:(9 Force Points)(Upgraded; Force Lightning Cone) A crackling storm of lightning with a diameter of 60 feet and a height of 120 feet appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.
The power damages objects in the area and ignites flammable objects that aren't being worn or carried.
*Tech Powers Known: 10*
-Aid Droid: Choose one droid or construct that you can see within range. The target can immediately use its reaction to regain hit points equal to 1d6 + your techcasting ability modifier.
-Bacta Pack: You create a luminescent pack of bacta in any space, occupied or unoccupied, within range. The pack remains in its space until it is activated by any creature you choose. If the space you choose is occupied by a creature you have designated, it can use its reaction to immediately activate the pack; otherwise, a creature within 5 feet of the pack can use a bonus action to touch it and activate it.
When the pack is activated by a designated creature, that creature regains hit points equal to 1d6 + your techcasting ability modifier, and the pack is consumed. If the power ends before the pack has been activated, it becomes useless and disintegrates. This power has no effect on droids or constructs.
-Carbon Fog: You create a cloud of icy fog in a 20-foot-radius sphere centered on a point you can see. The sphere extends around corners, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain. Each creature that enters the power's area for the first time on a turn or starts its turn there takes 4d6 cold damage and gains 1 slowed level until the end of its turn. The fog lasts for the duration of the power or until it's dispersed by a wind of moderate or greater speed (at least 10 mph).
-Condense/Vaporize: In an open container, you can create up to 10 gallons of drinkable water. You may also produce rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.
-Copy: This power creates a perfect duplicate of any written, drawn, or digital visual, audio or text-based data that you touch onto a datapad or datacard you supply. You can copy up to 10 pages of text or 10 minutes of visual or audio data with one casting of this power. Enhanced documents, such as datacrons, blueprints, or encrypted documents, can't be copied with this power.
-Cryogenic Wave: A wave of cold energy spreads out from you. Each creature in a 15-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and gains 1 slowed level until the end of its next turn. On a success, it takes half as much damage, and suffers no additional
effect.
-Explosion: You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw.
A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
-Find the Path: This power calculates out the shortest, most direct physical route to a specific fixed location that you are familiar with on the same planet. If you name a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a Black Sun lair"), the power fails.
For the duration, as long as you are on the same planet as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
-Homing Rockets: You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.
-Kolto Dispenser: You establish a mobile first aid station that radiates kolto in a 5-foot cube you can see within range.
Until the power ends, whenever you or a creature you can see moves into the station's space for the first time on a turn or starts its turn there, you can cause the station to restore 1d6 hit points to that creature (no action required). The station can heal a number of times equal to 1 + your techcasting ability modifier (minimum of twice). After healing that number of times, the station disintegrates. This power has no effect on droids or constructs.
As a bonus action on your turn, you can move the station up to 30 feet to a space you can see.
*Feat*
-Background-
—Force Sensitive: You know two at will force powers. When you reach 3rd level, you learn one 1st-level force power, which you can cast once per long rest. When you reach 5th level, you learn one 2nd-level force power, which you can once per long rest. Your forecasting ability is Wisdom or Charisma (depending on power alignment). Additionally, you lose the Force-Insensitive special trait if you have
-Free-
—Actor: Skilled at mimicry and dramatics, you gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
• You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
—Augmented Cyborg: You've experimented with cybernetic augmentations, granting the following benefits:
• Increase an ability score of your choice by 1, to a maximum of 20.
• Choose one cybernetic augmentation of standard rarity from Appendix A. That augmentation is installed and doesn't count against the maximum cybernetic augmentations you can support, but it does count towards your total cybernetics augmentations as shown in the Cybernetic Augmentations Side Effects table in Chapter 7.
—-Detachable Eye: This augmentation replaces an eye.
As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.
—Competitor: You have a strong aptitude for competing. Select one gaming set. You gain the following benefits:
• Increase an ability score of your choice by 1, to a maximum of 20.
• You gain proficiency in the chosen gaming set. If you are already proficient with it, you instead gain expertise with it.
• As long as you spend at least 1 minute using your gaming set, you can't have disadvantage on Intelligence checks you make to use the gaming set, Charisma (Deception) checks you make to bluff with the gaming set, or Wisdom (Insight) checks you make to read an opponent with whom you are competing with the gaming set.
—Durable: Hardy and resilient, you gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• When you roll a Hit Die to regain hit points, the minimum number of hit points you can regain from the roll equals twice your Constitution modifier (minimum of 2).
• Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
—Empathic: You possess keen insight into how other people think and feel. You gain the following benefits:
• Increase your Wisdom score by 1, to a maximum of 20.
• You gain proficiency in the Insight skill. If you are already proficient in it, you instead gain expertise in it.
• You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
-Lue-
—Force Guidance: You've learned to utilize your gift with the Force in a specific, unique way. You gain the following benefits
• Increase your Wisdom or Charisma score by 1, to a maximum of 20.
• Choose a skill or tool in which you are proficient. When vou make an ability check with the chosen skill or tool, you can add half vour Wisdom or Charisma modifier (your choice, minimum of one) to the check if it doesn't already include that modifier. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.
—Form Fighting Dabbler: You've dabbled in the basics of the known forms of lightsaber combat. You gain the following benefits:
• Increase an ability score of your choice by 1, to a maximum of 20.
• You learn one lightsaber form, detailed later in this chapter. If you already know at least one lightsaber form, you instead learn three lightsaber forms. If you already know at least three lightsaber forms, you instead learn seven lightsaber forms. If you already know at least ten lightsaber forms, you instead learn the remaining forms.
—-Makashi Form: Until the start of your next turn, you gain a special reaction. When a creature makes a melee weapon attack against you and misses, you can use this special reaction to make an opportunity attack against that creature.
—Linguist: You have studied languages and codes, gaining the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You learn three languages of your choice.
• You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.
—Power Adept: When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, or necrotic. Powers you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a power you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
—Choose one from force- or tech-casting. You've learned to cast powers of the chosen type with greater deliberation. Choose a number of powers you know of 1st level or higher equal to half your proficiency bonus. When you cast one of the chosen powers, you can choose to spend an additional minute casting the power for each level of the power. If you do so, the cost of the power is reduced by half the number of points. Casting a power in this way requires concentration (explained in chapter 10). If your concentration is broken, the power dissipates without taking effect.
—Tech Dabbler: You know two at-will tech powers. When you reach 3rd level, you learn and can cast one 1st-level tech power once per long rest. When you reach 5th level, you learn and can cast one 2nd-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for these powers. Additionally, you lose the Tech-Impaired special trait if you have it.
—-Combustive Shot: As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes ignited (your techcasting ability modifier).
This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the ignited damage increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.
—-Cryogenic Burst: You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.
The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
—-Tactical Barrier: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
—-Truth Serum: You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.
An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
—Casting Specialist: Choose one from force- or tech-casting. You've mastered your chosen casting type, gaining the following benefits:
• You gain a +1 bonus to vour force or tech save DC and our force or tech attack modifier.
• Once per turn, when you cast a power that requires an attack roll or saving throw, you can have advantage on one attack roll, or you can force one creature affected by the power to have advantage or disadvantage on the saving throw (your choice). Once you've used this feature on a power, you can't affect that power again until you complete a short or long rest. Once you've used this feature on a creature, you can't do so again until you complete a short or long rest.
• Once per turn, when you cast a power that doesn't require an ability check, attack roll, or saving throw, but requires a die roll, you can choose the maximum or minimum on the die (your choice). If the power requires rolling multiple dice, you can only affect a number of them equal to half your proficiency bonus (rounded up) in this way. Once you've used this feature on a power, you can't affect that power again until you complete a short or long rest.
—Close Quarter's Caster: You've practiced utilizing powers in close quarters, learning techniques that grant you the following benefits:
• When making a ranged force or tech attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
• Your ranged force and tech attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
• You learn one at-will power that requires an attack roll. Your casting ability for this at-will power depends on the power list you chose from:
Wisdom or Charisma (depending on power alignment) for force powers or Intelligence for tech powers.
-Boon-
—Boon of the Savant: This boon is suitable for a 20th-level character. Select an Archetype other than one you already have. You gain all the features of that Archetype.
—Boon of the Savant: This boon is suitable for a 20th-level character. Select an Archetype other than one you already have. You gain all the features of that Archetype.
—Boon of Unlimited Stamina: You treat exhaustion as if it were one level lower and your exhaustion level can be no greater than 5.
—Boon of Troll's Body: You gain +1 Strength and +2 Constitution.
• You regain your Constitution modifier hit points at the start of each of your turns (Minimum of 1). If you take fire or acid damage, this trait does not work at the start of your next turn.
• You die only if you start your turn with 0 hit points and don't regenerate.
—Boon of The Time Lord: You can cast the time stop spell three times without expending a spell slot, regaining all lost uses after a long rest.
—Boon of The Resolute Mind: Your mind is heavily guarded and nearly impossible to penetrate.
Guarded Memories
Your memories and thoughts cannot be viewed, altered, stolen, or replaced by any means, and any creature that tries to do so takes 5d10 physic damage and is stunned for 10 minutes. Additionally, your alignment cannot be changed or viewed
Psionic Protection
You are immune to psychic damage.
—Boon of The Primeval God: This boon grants you the ability to align yourself with primal raw magic. It is usually granted as a reward to powerful Arcane Elite.
When you gain this boon, choose one of the following primal alignments below, gaining its benefits. This boon can be gained multiple times, each time you can choose a different alignment.
Moon
Your shadow is no longer connected to you, thus causing it to turning into a shadow doppelgänger under your control. This shadow doppelgänger has the stats of a Shadow. You are able to see through the shadow's eyes and hear what it hears.
If the shadow is destroyed, you can't summon another until you complete a long rest.
—Boon of The Primeval God: This boon grants you the ability to align yourself with primal raw magic. It is usually granted as a reward to powerful Arcane Elite.
When you gain this boon, choose one of the following primal alignments below, gaining its benefits. This boon can be gained multiple times, each time you can choose a different alignment.
Stars
You are able to create somewhat small illusions such as animals or a weapon or armor. This illusions function as the spell silent image, which you can cast at will.
Additionally, you are proficient in Intimidation.
—Boon of Surging Energy: Any time on your turn, you may use this boon to grant yourself a surge of energy with no action required. You gain an additional action and a bonus action on your turn, and an additional reaction until the start of your next turn. You cannot use this boon and Action Surge on the same turn. Once you use this feature, you can not use it again until you finish a long rest.
-Languages-
*Galactic Basic.
*Ewokese.
*Huttese.
*Geonosianese.
*Wookie.
-Immunities-
*Poisoned Condition.
*Disease.
*Psychic Damage.
-Proficiency-
Armor: Light armor, medium armor, heavy armor
Weapons: All lightweapons, all vibroweapons
Tools: Astrotech Implements, Pazaak,
Saving Throws: Constitution, Charisma
Skills: Persuasion, Piloting, Deception, Perception, Technology, Insight, Intimidation,
-Sight-
Blindsense: 10 Ft.
